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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html | 214 |
1 files changed, 214 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html new file mode 100644 index 0000000000..9d1d77d068 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/struct-assign.html @@ -0,0 +1,214 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>GLSL Structure Assignment Test</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"> </script> +<script src="../../../js/glsl-conformance-test.js"></script> + +<script id="simple-vs" type="x-shader/x-vertex"> +attribute vec4 a_position; +void main(void) { + gl_Position = a_position; +} +</script> +<script id="simple-struct-fs" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + float f; +}; + +my_struct a = my_struct(0.0); +my_struct b = my_struct(1.0); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.f == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="vec-struct-fs" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + vec3 v; +}; + +my_struct a = my_struct(vec3(0.0, 0.0, 0.0)); +my_struct b = my_struct(vec3(1.0, 2.0, 3.0)); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.v.x == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="nested-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct s1 +{ + float f; +}; + +struct s2 +{ + s1 s; +}; + +s2 a = s2(s1(0.0)); +s2 b = s2(s1(1.0)); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.s.f == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="nested-vec-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct s1 +{ + vec3 v; +}; + +struct s2 +{ + s1 s; +}; + +s2 a = s2(s1(vec3(0.0, 0.0, 0.0))); +s2 b = s2(s1(vec3(1.0, 2.0, 3.0))); + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + a = b; + if (a.s.v.x == 1.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="array-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct my_struct +{ + float f[3]; +}; + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + my_struct a; + my_struct b; + for (int i = 0; i < 3; ++i) { + a.f[i] = 0.0; + b.f[i] = float(i); + } + + a = b; + if (a.f[1] == 1.0 && a.f[2] == 2.0) { + gl_FragColor.y = 1.0; + } +} +</script> +<script id="sampler-struct-fs" type="x-shader/x-fragment"> +precision mediump float; + +struct my_struct +{ + sampler2D s; +}; + +uniform my_struct a; + +void main(void) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + my_struct b; + b = a; +} +</script> +</head> +<body> +<canvas id="canvas" width="50" height="50"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description("Testing struct assignment"); + +var wtu = WebGLTestUtils; +GLSLConformanceTester.runTests([ + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "simple-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Simple struct with one float", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "vec-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Simple struct with a vector", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "nested-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Nested struct with a float", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "nested-vec-struct-fs", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Nested struct with a vector", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "array-struct-fs", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "Assigning a struct containing an array should not compile", + }, + { + vShaderId: "simple-vs", + vShaderSuccess: true, + fShaderId: "sampler-struct-fs", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "Assigning a struct containing a sampler should not compile", + } +]); +debug(""); + +var successfullyParsed = true; +</script> +</body> +</html> |