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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/global-variable-init.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/global-variable-init.html new file mode 100644 index 0000000000..99e7417f69 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/global-variable-init.html @@ -0,0 +1,323 @@ +<!-- +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>Global variable initializer restrictions</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> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="constGlobalShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +const float c = 1.0; +float f = c; + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="globalShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +float c = 1.0; +float f = c; + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="uniformShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +uniform float u; +float f = u; + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="builtinFunctionShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +float c = 1.0; +float f = sin(c); + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="builtinTextureFunctionShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +uniform sampler2D s; +float f = texture2DLod(s, vec2(0.5, 0.5), 0.0).x; + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="attributeShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +float f = aPosition.x; + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="userDefinedFunctionShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +float foo() { + return 1.0; +} +float f = foo(); + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="varyingShader" type="x-shader/x-fragment"> +precision mediump float; +varying float v; +float f = v; + +void main() { + gl_FragColor = vec4(f); +} +</script> +<script id="globalLValueShader" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +float c = 1.0; +float f = (c = 0.0); + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="globalLValueShader2" type="x-shader/x-vertex"> +precision mediump float; +attribute vec4 aPosition; +varying float v; + +float c = 1.0; +float f = (c++); + +void main() { + v = f; + gl_Position = aPosition; +} +</script> +<script id="globalNonConstTernary" type="x-shader/x-fragment"> +precision mediump float; +float green = 1.0; +float black = 0.0; +float f = true ? green : black; + +void main() { + gl_FragColor = vec4(0.0, f, 0.0, 1.0); +} +</script> +<script id="globalUniformTernary" type="x-shader/x-fragment"> +precision mediump float; +uniform float u_zero; +float green = 1.0 + u_zero; +float f = true ? green : u_zero; + +void main() { + gl_FragColor = vec4(0.0, f, 0.0, 1.0); +} +</script> +<script id="globalUniformTernary2" type="x-shader/x-fragment"> +precision mediump float; +uniform float u_zero; +float green = 1.0; +float f = (u_zero < 0.1) ? green : 0.0; + +void main() { + gl_FragColor = vec4(0.0, f, 0.0, 1.0); +} +</script> +<script id="globalUniformStruct" type="x-shader/x-fragment"> +precision mediump float; +struct S { + float zero; + int one; +}; +uniform S us; +S s = us; + +void main() { + float green = (s.one == 1) ? 1.0 : 0.0; + gl_FragColor = vec4(0.0, green, 0.0, 1.0); +} +</script> +<script id="builtInConstant" type="x-shader/x-fragment"> +precision mediump float; +int i = gl_MaxFragmentUniformVectors; + +void main() { + float green = (i > 0) ? 1.0 : 0.0; + gl_FragColor = vec4(0.0, green, 0.0, 1.0); +} +</script> +<script id="builtInNonConstant" type="x-shader/x-fragment"> +precision mediump float; +vec4 v = gl_FragCoord; + +void main() { + gl_FragColor = v; +} +</script> +<script type="application/javascript"> +"use strict"; +description(); +GLSLConformanceTester.runTests([ + { + vShaderId: "constGlobalShader", + vShaderSuccess: true, + linkSuccess: true, + passMsg: "A const global in a global variable initializer should be accepted by WebGL." + }, + { + vShaderId: "globalShader", + vShaderSuccess: true, + linkSuccess: true, + passMsg: "Another global in a global variable initializer should be accepted by WebGL." + }, + { + vShaderId: "uniformShader", + vShaderSuccess: true, + linkSuccess: true, + passMsg: "A uniform in a global variable initializer should be accepted by WebGL." + }, + { + vShaderId: "builtinFunctionShader", + vShaderSuccess: true, + linkSuccess: true, + passMsg: "A built-in math function in a global variable initializer should be accepted by WebGL." + }, + { + vShaderId: "builtinTextureFunctionShader", + vShaderSuccess: false, + linkSuccess: false, + passMsg: "A texture lookup function in a global variable initializer should not be accepted by WebGL." + }, + { + vShaderId: "attributeShader", + vShaderSuccess: false, + linkSuccess: false, + passMsg: "An attribute in a global variable initializer should not be accepted by WebGL." + }, + { + vShaderId: "userDefinedFunctionShader", + vShaderSuccess: false, + linkSuccess: false, + passMsg: "A user-defined function call in a global variable initializer should not be accepted by WebGL." + }, + { + vShaderId: "constGlobalShader", + vShaderSuccess: true, + fShaderId: "varyingShader", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "A varying in a global variable initializer should not be accepted by WebGL." + }, + { + vShaderId: "globalLValueShader", + vShaderSuccess: false, + linkSuccess: false, + passMsg: "Another global as an l-value in a global variable initializer should not be accepted by WebGL." + }, + { + vShaderId: "globalLValueShader2", + vShaderSuccess: false, + linkSuccess: false, + passMsg: "Another global as an l-value (parameter of ++) in a global variable initializer should not be accepted by WebGL." + }, + { + fShaderId: "globalNonConstTernary", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Non-const global variables as operands for a ternary operator in a global variable initializer should be accepted by WebGL." + }, + { + fShaderId: "globalUniformTernary", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "A uniform as the second operand for a ternary operator in a global variable initializer should be accepted by WebGL." + }, + { + fShaderId: "globalUniformTernary2", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Referencing a uniform inside the first operand for a ternary operator in a global variable initializer should be accepted by WebGL." + }, + { + fShaderId: "globalUniformStruct", + fShaderSuccess: true, + linkSuccess: true, + render: true, + uniforms: [ + { name: 'us.one', functionName: 'uniform1i', value: 1 } + ], + passMsg: "A global struct initialized with a uniform struct should be accepted by WebGL." + }, + { + fShaderId: "builtInConstant", + fShaderSuccess: true, + linkSuccess: true, + render: true, + passMsg: "Referencing a built-in constant in a global variable initializer should be accepted by WebGL." + }, + { + fShaderId: "builtInNonConstant", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "Referencing a built-in non-constant in a global variable initializer should not be accepted by WebGL." + } +]); +var successfullyParsed = true; +</script> +</body> +</html> |