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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/array-as-return-value.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/array-as-return-value.html new file mode 100644 index 0000000000..45d7353111 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/array-as-return-value.html @@ -0,0 +1,150 @@ +<!-- +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 array as return value test</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> +<script src="../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderReturnedArrayNotUsed" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] plus() { + ++g; + return int[2](g, g); +} + +void main() { + // The function call should be evaluated even if the returned array is not used. + plus(); + my_FragColor = vec4(0.0, ((g == 1) ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script id="fshaderCompareReturnedArray" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] createArray() { + ++g; + return int[2](g, g); +} + +void main() { + // Comparing a returned array should work. + if (createArray() == int[2](1, 1)) { + my_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + } else { + my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } +} +</script> +<script id="fshaderReturnReturnedArray" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] foo() { + ++g; + return int[2](g, g); +} + +int[2] bar(int addition) { + g += addition; + // Returning a returned array should work. + return foo(); +} + +void main() { + int a[2] = bar(1); + bool arrayCorrect = true; + for (int i = 0; i < 2; ++i) { + if (a[i] != 2) { + arrayCorrect = false; + } + } + my_FragColor = vec4(0.0, ((g == 2 && arrayCorrect) ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script id="fshaderReturnedArrayAsParameter" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +int g = 0; + +int[2] createArray() { + ++g; + return int[2](g, g); +} + +bool isSuccess(int[2] a) { + bool arrayCorrect = true; + for (int i = 0; i < 2; ++i) { + if (a[i] != 1) { + arrayCorrect = false; + } + } + return arrayCorrect; +} + +void main() { + bool success = isSuccess(createArray()); + my_FragColor = vec4(0.0, (success ? 1.0 : 0.0), 0.0, 1.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("Arrays as return values should work"); +debug(""); +debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation when the platform doesn't natively support arrays as return values."); + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fshaderReturnedArrayNotUsed', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where a returned array is not used' +}, +{ + fShaderId: 'fshaderCompareReturnedArray', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where a returned array is compared' +}, +{ + fShaderId: 'fshaderReturnReturnedArray', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where a returned array is returned again' +}, +{ + fShaderId: 'fshaderReturnedArrayAsParameter', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where a returned array is passed as a parameter' +} +], 2); +</script> +</body> +</html> + |