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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="fshaderIndexMatrixTwice" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void main() {
+ mat2 m = mat2(0.0, 0.0, 0.0, 1.0);
+ float f = m[u_zero + 1][u_zero + 1];
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexWithValueFromIndexingExpression" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void main() {
+ ivec2 i = ivec2(0, 2);
+ vec4 v = vec4(0.0, 0.2, 1.0, 0.4);
+ float f = v[i[u_zero + 1]];
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexLValue" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ v[u_zero + 1] = 5.0;
+ vec4 expected = vec4(1.0, 5.0, 3.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexLValueWithValueFromIndexingExpression" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void main() {
+ ivec2 i = ivec2(0, 2);
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ v[i[u_zero + 1]] = 5.0;
+ vec4 expected = vec4(1.0, 2.0, 5.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexBuiltInFunctionCallOutParameter" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ modf(5.5, v[u_zero + 3]);
+ vec4 expected = vec4(1.0, 2.0, 3.0, 5.0);
+ float f = 1.0 - distance(v, expected);
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexUserDefinedFunctionCallOutParameter" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void foo(out float f) {
+ modf(5.5, f);
+}
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ foo(v[u_zero + 3]);
+ vec4 expected = vec4(1.0, 2.0, 3.0, 5.0);
+ float f = 1.0 - distance(v, expected);
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexUserDefinedFunctionCallInOutParameter" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void foo(inout float f) {
+ float g = f + 2.5;
+ modf(g, f);
+}
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ foo(v[u_zero + 2]);
+ vec4 expected = vec4(1.0, 2.0, 5.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexWithSideEffects" 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 2;
+}
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ v[funcWithSideEffects()] = 5.0;
+ vec4 expected = vec4(1.0, 2.0, 5.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ if (sideEffectCounter != 1) {
+ f = 0.0;
+ }
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexInOutWithSideEffects" 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 2;
+}
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ v[funcWithSideEffects()]++;
+ vec4 expected = vec4(1.0, 2.0, 4.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ if (sideEffectCounter != 1) {
+ f = 0.0;
+ }
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexUserDefinedFunctionCallInOutParameterWithIndexWithSideEffects" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+int sideEffectCounter = 0;
+
+void foo(inout float f) {
+ float g = f + 2.5;
+ modf(g, f);
+}
+
+int funcWithSideEffects() {
+ sideEffectCounter++;
+ return 2;
+}
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ foo(v[funcWithSideEffects()]);
+ vec4 expected = vec4(1.0, 2.0, 5.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ if (sideEffectCounter != 1) {
+ f = 0.0;
+ }
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexLValueWithUint" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform uint u_zero;
+
+void main() {
+ vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
+ v[u_zero] = 5.0;
+ vec4 expected = vec4(5.0, 2.0, 3.0, 4.0);
+ float f = 1.0 - distance(v, expected);
+ my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);
+}
+</script>
+<script id="fshaderIndexUniform" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform vec4 u_zeroVec;
+uniform uint u_zero;
+
+void main() {
+ // This test is just to catch a crash bug that occurred in ANGLE's workaround.
+ // Rendering result is not meaningful.
+ float f = u_zeroVec[u_zero];
+ my_FragColor = vec4(f, 1.0, 0.0, 1.0);
+}
+</script>
+<script id="fshaderSequenceDynamicIndexingVectorLvalue" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+uniform int u_zero;
+
+int sideEffectCounter = 0;
+float func() {
+ ++sideEffectCounter;
+ return -1.0;
+}
+
+void main() {
+ vec4 v = vec4(0.0, 2.0, 4.0, 6.0);
+ float f = (func(), (++v[u_zero + sideEffectCounter]));
+ my_FragColor = (abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCounter == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+</script>
+<script id="fshaderIndexMatrixTwiceInLValue" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+
+uniform int u_zero;
+
+void main() {
+ mat2 m = mat2(0.0, 0.0, 0.0, 0.0);
+ m[u_zero + 1][u_zero + 1] = float(u_zero + 1);
+ float f = m[1][1];
+ 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("Dynamic indexing of vectors and matrices requires complex workarounds on HLSL backends. Try to test possible bugs those workarounds might have.");
+
+GLSLConformanceTester.runRenderTests([
+{
+ fShaderId: 'fshaderIndexMatrixTwice',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index matrix and then index the resulting vector in the same expression'
+},
+{
+ fShaderId: 'fshaderIndexWithValueFromIndexingExpression',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index a vector with an index that is the result of indexing'
+},
+{
+ fShaderId: 'fshaderIndexLValue',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index on the left-hand side of assignment'
+},
+{
+ fShaderId: 'fshaderIndexLValueWithValueFromIndexingExpression',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index on the left-hand side of assignment with an index that is the result of indexing'
+},
+{
+ fShaderId: 'fshaderIndexBuiltInFunctionCallOutParameter',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index the out parameter passed to built-in modf'
+},
+{
+ fShaderId: 'fshaderIndexUserDefinedFunctionCallOutParameter',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index an out parameter passed to an user-defined function'
+},
+{
+ fShaderId: 'fshaderIndexUserDefinedFunctionCallInOutParameter',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index an inout parameter passed to an user-defined function'
+},
+{
+ fShaderId: 'fshaderIndexWithSideEffects',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Use expression with side effects as an index of an l-value'
+},
+{
+ fShaderId: 'fshaderIndexInOutWithSideEffects',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Use expression with side effects as an index of an l-value that is both read and written'
+},
+{
+ fShaderId: 'fshaderIndexUserDefinedFunctionCallInOutParameterWithIndexWithSideEffects',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index an inout parameter passed to an user-defined function with an index with side effects'
+},
+{
+ fShaderId: 'fshaderIndexLValueWithUint',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index on the left-hand side of assignment with an uint'
+},
+{
+ fShaderId: 'fshaderIndexUniform',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index a uniform with a uniform'
+},
+{
+ fShaderId: 'fshaderSequenceDynamicIndexingVectorLvalue',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Sequence operator with dynamic indexing of a vector as an l-value inside'
+},
+{
+ fShaderId: 'fshaderIndexMatrixTwiceInLValue',
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: 'Index matrix and then index the resulting vector in the same expression inside an l-value'
+}
+], 2);
+</script>
+</body>
+</html>
+