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+<!--
+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 in complex expression 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="fshaderAndShortCircuits" 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);
+}
+
+bool minus() {
+ --g;
+ return false;
+}
+
+void main() {
+ int a[2] = int[2](0, 0);
+ // The function call must not be evaluated, since && short-circuits
+ minus() && (a == plus());
+ my_FragColor = vec4(0.0, ((g == -1) ? 1.0 : 0.0), 0.0, 1.0);
+}
+</script>
+<script id="fshaderOrShortCircuits" 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);
+}
+
+bool minus() {
+ --g;
+ return true;
+}
+
+void main() {
+ int a[2] = int[2](0, 0);
+ // The function call must not be evaluated, since || short-circuits.
+ minus() || (a == plus());
+ my_FragColor = vec4(0.0, ((g == -1) ? 1.0 : 0.0), 0.0, 1.0);
+}
+</script>
+<script id="fshaderTernaryOnlyEvaluatesOneOperand" 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() {
+ int a[2] = int[2](0, 0);
+ // The function call must not be evaluated, since the condition is true.
+ (g == 0) ? true : (a == plus());
+ my_FragColor = vec4(0.0, ((g == 0) ? 1.0 : 0.0), 0.0, 1.0);
+}
+</script>
+<script id="fshaderSequenceSideEffectsAffectingComparedArrayContent" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+int[2] func(int param) {
+ return int[2](param, param);
+}
+
+void main() {
+ int a[2];
+ for (int i = 0; i < 2; ++i) {
+ a[i] = 1;
+ }
+ int j = 0;
+ // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
+ // The function call that returns the array needs to be evaluated after ++j
+ // for the expression to return the correct value (true).
+ bool result = ((++j), (a == func(j)));
+ my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);
+}
+</script>
+<script type="application/javascript">
+"use strict";
+description("Arrays in complex expressions 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: 'fshaderAndShortCircuits',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Expression where an array is returned from a function call inside an operand to && that doesn't get evaluated as result of short-circuiting"
+},
+{
+ fShaderId: 'fshaderOrShortCircuits',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Expression where an array is returned from a function call inside an operand to || that doesn't get evaluated as result of short-circuiting"
+},
+{
+ fShaderId: 'fshaderTernaryOnlyEvaluatesOneOperand',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Expression where an array is returned from a function call in an operand of a ternary operator that doesn't get evaluated"
+},
+{
+ fShaderId: 'fshaderSequenceSideEffectsAffectingComparedArrayContent',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that returns an array'
+}
+], 2);
+</script>
+</body>
+</html>
+