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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/ternary-operators-in-initializers.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/ternary-operators-in-initializers.html new file mode 100644 index 0000000000..cdbc59a5c9 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/ternary-operators-in-initializers.html @@ -0,0 +1,124 @@ +<!-- +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"> +<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> +<title></title> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="intFragShader" type="text/something-not-javascript"> +void main() { + int i = 2, j = (i > 1) ? 1 : 0; + gl_FragColor = vec4(0.0, j, 0.0, 1.0); +} +</script> +<script id="ivec2FragShader" type="text/something-not-javascript"> +void main() { + ivec2 i = ivec2(2, 0), j = (i.x > 1) ? ivec2(0, 1) : ivec2(0, 0); + gl_FragColor = vec4(j, 0.0, 1.0); +} +</script> +<script id="ivec3FragShader" type="text/something-not-javascript"> +void main() { + ivec3 i = ivec3(0, 2, 0), j = (i.y > 1) ? ivec3(0, 1, 0) : ivec3(0, 0, 0); + gl_FragColor = vec4(j, 1.0); +} +</script> +<script id="ivec4FragShader" type="text/something-not-javascript"> +void main() { + ivec4 i = ivec4(0.0, 0.0, 2.0, 0.0), j = (i.z > 1) ? ivec4(0, 1, 0, 1) : ivec4(0, 0, 0, 1); + gl_FragColor = vec4(j); +} +</script> +<script id="floatFragShader" type="text/something-not-javascript"> +void main() { + precision mediump float; + float i = 2.0, j = (i > 1.0) ? 1.0 : 0.0; + gl_FragColor = vec4(0.0, j, 0.0, 1.0); +} +</script> +<script id="vec2FragShader" type="text/something-not-javascript"> +void main() { + precision mediump float; + vec2 i = vec2(2.0, 0.0), j = (i.x > 1.0) ? vec2(0.0, 1.0) : vec2(0.0, 0.0); + gl_FragColor = vec4(j, 0.0, 1.0); +} +</script> +<script id="vec3FragShader" type="text/something-not-javascript"> +void main() { + precision mediump float; + vec3 i = vec3(0.0, 2.0, 0.0), j = (i.y > 1.0) ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 0.0); + gl_FragColor = vec4(j, 1.0); +} +</script> +<script id="vec4FragShader" type="text/something-not-javascript"> +void main() { + precision mediump float; + vec4 i = vec4(0.0, 0.0, 2.0, 0.0), j = (i.z > 1.0) ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0); + gl_FragColor = j; +} +</script> +<script id="boolFragShader" type="text/something-not-javascript"> +void main() { + bool i = true, j = i ? true : false; + gl_FragColor = vec4(0.0, j, 0.0, 1.0); +} +</script> +<script id="bvec2FragShader" type="text/something-not-javascript"> +void main() { + bvec2 i = bvec2(true, false), j = i.x ? bvec2(false, true) : bvec2(false, false); + gl_FragColor = vec4(j, 0.0, 1.0); +} +</script> +<script id="bvec3FragShader" type="text/something-not-javascript"> +void main() { + bvec3 i = bvec3(false, true, false), j = i.y ? bvec3(false, true, false) : bvec3(false, false, false); + gl_FragColor = vec4(j, 1.0); +} +</script> +<script id="bvec4FragShader" type="text/something-not-javascript"> +void main() { + bvec4 i = bvec4(false, false, true, true), j = i.z ? bvec4(false, true, false, true) : bvec4(false, false, false, true); + gl_FragColor = vec4(j); +} +</script> +<script> +"use strict"; +description("This test verifies initializers with ternary operators correctly initialize all variables."); +// Test fragment shaders are of the form +// void main() { +// {type} i = {initializer}, j = {ternary test using i that succeeds} ? : {green} : {black}; +// gl_FragColor = vec4(...); // Emit green so that test will pass +// } +// The fragment shader must compile and link with the default vertex shader. J must be able to use the values of I as well as have its own +// values properly initialized. +var tests = [ + { fShaderId: 'intFragShader', passMsg: 'Ternary operator in integer initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'ivec2FragShader', passMsg: 'Ternary operator in ivec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'ivec3FragShader', passMsg: 'Ternary operator in ivec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'ivec4FragShader', passMsg: 'Ternary operator in ivec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'floatFragShader', passMsg: 'Ternary operator in float initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'vec2FragShader', passMsg: 'Ternary operator in vec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'vec3FragShader', passMsg: 'Ternary operator in vec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'vec4FragShader', passMsg: 'Ternary operator in vec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'boolFragShader', passMsg: 'Ternary operator in bool initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'bvec2FragShader', passMsg: 'Ternary operator in bvec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'bvec3FragShader', passMsg: 'Ternary operator in bvec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, + { fShaderId: 'bvec4FragShader', passMsg: 'Ternary operator in bvec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, +]; +GLSLConformanceTester.runTests(tests); +var successfullyParsed = true; +</script> +</body> +</html> |