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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html
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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/nested-loops-with-break-and-continue.html
@@ -0,0 +1,83 @@
+<!--
+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>Using nested loops with break and/or continue statements in a fragment shader should work</title>
+<link rel="stylesheet" href="../../../resources/js-test-style.css" />
+<script src="../../../js/js-test-pre.js"></script>
+<script src="../../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<canvas id="canvas" width="256" height="256"> </canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec3 aPosition;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+uniform int uCount;
+
+void main() {
+ int a = 0;
+ for (int i = 0; i < 10; ++i) {
+ if (i >= uCount) { break; }
+ for (int j = 0; j < 10; ++j) {
+ if (j >= uCount) { continue; }
+ a += 1;
+ }
+ for (int j = 0; j < 10; ++j) {
+ if (j >= uCount) { break; }
+ a += 1;
+ }
+ for (int j = 0; j < 10; ++j) {
+ if (j >= uCount) { continue; }
+ a += 1;
+ }
+ for (int j = 0; j < 10; ++j) {
+ if (j >= uCount) { break; }
+ a += 1;
+ }
+ for (int j = 0; j < 10; ++j) {
+ if (j >= uCount) { continue; }
+ a += 1;
+ }
+ }
+ float b = (float(a) / 125.0) * (64.0 / 255.0);
+ gl_FragColor = vec4(b, 1.0 - b, 0.0, 1.0);
+}
+</script>
+<script type="application/javascript">
+"use strict";
+description("Multiple loops using break and continue statements should work.");
+debug("");
+var wtu = WebGLTestUtils;
+function test() {
+ var gl = wtu.create3DContext("canvas");
+ if (!gl) {
+ testFailed("context does not exist");
+ return;
+ }
+ wtu.setupUnitQuad(gl);
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["aPosition"], undefined, true);
+ var uniformLoc = gl.getUniformLocation(program, 'uCount');
+ gl.uniform1i(uniformLoc, 5);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvas(gl, [64, 191, 0, 255], "should be 64,191,0,255");
+};
+
+test();
+finishTest();
+</script>
+</body>
+</html>