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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 dynamic vector and matrix indexing 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="fshaderLValueVectorBeingIndexedHasSideEffects" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+int sideEffectCounter = 0;
+
+int funcWithSideEffects() {
+ sideEffectCounter++;
+ return 1;
+}
+
+void main() {
+ vec4 V[2];
+ V[0] = vec4(1.0, 2.0, 3.0, 4.0);
+ V[1] = vec4(5.0, 6.0, 7.0, 8.0);
+ // In case this is broken down to two expressions where one reads V[funcWithSideEffects()]
+ // and another writes it, it needs to be made sure that funcWithSideEffects() only gets called once.
+ V[funcWithSideEffects()][u_zero + 1]++;
+ vec4 expectedV0 = vec4(1.0, 2.0, 3.0, 4.0);
+ vec4 expectedV1 = vec4(5.0, 7.0, 7.0, 8.0);
+ float f = 1.0 - distance(V[0], expectedV0) - distance(V[1], expectedV1);
+ if (sideEffectCounter != 1) {
+ f = 0.0;
+ }
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script type="application/javascript">
+"use strict";
+description("Dynamic indexing of vectors and matrices should work.");
+
+debug("This test exposes a NVidia driver bug on Linux");
+
+GLSLConformanceTester.runRenderTests([
+{
+ fShaderId: 'fshaderLValueVectorBeingIndexedHasSideEffects',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index a vector expression that itself has side effects, in an l-value'
+},
+], 2);
+</script>
+</body>
+</html>
+