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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>Indexing with a constant expression should compile only if the index is in range</title>
+<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>
+<script id="VertexArrayTemplate" type="x-shader/x-vertex">
+precision mediump float;
+
+uniform float ua[4];
+
+$(init)
+
+void main() {
+ float c = ua[$(constantExpression)];
+ gl_Position = vec4(c);
+}
+</script>
+<script id="FragmentArrayTemplate" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform float ua[4];
+
+$(init)
+
+void main() {
+ float c = ua[$(constantExpression)];
+ gl_FragColor = vec4(c);
+}
+</script>
+<script id="VertexVectorTemplate" type="x-shader/x-vertex">
+precision mediump float;
+
+uniform vec4 uv;
+
+$(init)
+
+void main() {
+ float c = uv[$(constantExpression)];
+ gl_Position = vec4(c);
+}
+</script>
+<script id="FragmentVectorTemplate" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform vec4 uv;
+
+$(init)
+
+void main() {
+ float c = uv[$(constantExpression)];
+ gl_FragColor = vec4(c);
+}
+</script>
+<script id="VertexMatrixTemplate" type="x-shader/x-vertex">
+precision mediump float;
+
+uniform mat4 um;
+
+$(init)
+
+void main() {
+ float c = um[$(constantExpression)].x;
+ gl_Position = vec4(c);
+}
+</script>
+<script id="FragmentMatrixTemplate" type="x-shader/x-fragment">
+precision mediump float;
+
+uniform mat4 um;
+
+$(init)
+
+void main() {
+ float c = um[$(constantExpression)].x;
+ gl_FragColor = vec4(c);
+}
+</script>
+</head>
+<body onload="runTest()">
+<div id="description"></div>
+<div id="console"></div>
+<script type="application/javascript">
+"use strict";
+description();
+
+var wtu = WebGLTestUtils;
+
+// ESSL 1.00 section 4.1.9 Arrays
+// It is illegal to index an array with an integral constant expression greater than or equal to its
+// declared size. It is also illegal to index an array with a negative constant expression.
+
+// ESSL 1.00 section 5.5 Vector Components
+// Reading from or writing to a vector using a constant integral expression with a value that is negative
+// or greater than or equal to the size of the vector is illegal.
+
+// ESSL 1.00 section 5.6 Matrix components
+// The behavior when accessing a component outside the bounds of a matrix are the same as those for
+// vectors and arrays. The compiler must generate an error if the index expression is a constant expression.
+
+// ESSL 1.00 spec section 5.10.
+// A constant expression is one of
+// * a literal value (e.g., 5 or true)
+// * a global or local variable qualified as const excluding function parameters
+// * an expression formed by an operator on operands that are constant expressions, including getting
+// an element of a constant vector or a constant matrix, or a field of a constant structure
+// * a constructor whose arguments are all constant expressions
+// * a built-in function call whose arguments are all constant expressions, with the exception of the
+// texture lookup functions.
+
+var runTest = function() {
+ var vsArrayTemplate = document.getElementById('VertexArrayTemplate').text;
+ var fsArrayTemplate = document.getElementById('FragmentArrayTemplate').text;
+ var vsVectorTemplate = document.getElementById('VertexVectorTemplate').text;
+ var fsVectorTemplate = document.getElementById('FragmentVectorTemplate').text;
+ var vsMatrixTemplate = document.getElementById('VertexMatrixTemplate').text;
+ var fsMatrixTemplate = document.getElementById('FragmentMatrixTemplate').text;
+
+ var tests = [];
+
+ var pushTest = function(constantExpression, expectSuccess, opt_init) {
+ if (opt_init === undefined) {
+ opt_init = '';
+ }
+ tests.push({
+ vShaderSource: wtu.replaceParams(vsArrayTemplate, {constantExpression: constantExpression, init: opt_init}),
+ vShaderSuccess: expectSuccess,
+ linkSuccess: expectSuccess,
+ passMsg: "Using " + constantExpression + " as an index for an array with size 4 in a vertex shader should " + (expectSuccess ? "compile." : "fail compilation.")
+ });
+ tests.push({
+ fShaderSource: wtu.replaceParams(fsArrayTemplate, {constantExpression: constantExpression, init: opt_init}),
+ fShaderSuccess: expectSuccess,
+ linkSuccess: expectSuccess,
+ passMsg: "Using " + constantExpression + " as an index for an array with size 4 in a fragment shader should " + (expectSuccess ? "compile." : "fail compilation.")
+ });
+ tests.push({
+ vShaderSource: wtu.replaceParams(vsVectorTemplate, {constantExpression: constantExpression, init: opt_init}),
+ vShaderSuccess: expectSuccess,
+ linkSuccess: expectSuccess,
+ passMsg: "Using " + constantExpression + " as a vec4 index in a vertex shader should " + (expectSuccess ? "compile." : "fail compilation.")
+ });
+ tests.push({
+ fShaderSource: wtu.replaceParams(fsVectorTemplate, {constantExpression: constantExpression, init: opt_init}),
+ fShaderSuccess: expectSuccess,
+ linkSuccess: expectSuccess,
+ passMsg: "Using " + constantExpression + " as a vec4 index in a fragment shader should " + (expectSuccess ? "compile." : "fail compilation.")
+ });
+ tests.push({
+ vShaderSource: wtu.replaceParams(vsMatrixTemplate, {constantExpression: constantExpression, init: opt_init}),
+ vShaderSuccess: expectSuccess,
+ linkSuccess: expectSuccess,
+ passMsg: "Using " + constantExpression + " as a mat4 index in a vertex shader should " + (expectSuccess ? "compile." : "fail compilation.")
+ });
+ tests.push({
+ fShaderSource: wtu.replaceParams(fsMatrixTemplate, {constantExpression: constantExpression, init: opt_init}),
+ fShaderSuccess: expectSuccess,
+ linkSuccess: expectSuccess,
+ passMsg: "Using " + constantExpression + " as a mat4 index in a fragment shader should " + (expectSuccess ? "compile." : "fail compilation.")
+ });
+ }
+
+ pushTest('0', true);
+ pushTest('3', true);
+ pushTest('-1', false);
+ pushTest('4', false);
+ pushTest('2 + 2', false);
+ pushTest('6 - 2', false);
+ pushTest('2 * 2', false);
+ pushTest('8 / 2', false);
+ pushTest('int(true) * 4', false);
+ pushTest('ivec4(4).x', false);
+ pushTest('ivec4(4)[0]', false);
+ pushTest('int(vec4(5.0).x)', false);
+ pushTest('int(mat4(5.0)[0].x)', false);
+
+ pushTest('int(radians(360.0))', false);
+ pushTest('int(degrees(1.0))', false);
+ pushTest('int(5.0 + sin(0.0))', false);
+ pushTest('int(5.0 + asin(0.0))', false);
+ pushTest('int(pow(2.0, 3.0))', false);
+ pushTest('int(exp(3.0))', false);
+ pushTest('int(exp2(4.0))', false);
+ pushTest('int(floor(-0.5))', false); // floor(-0.5) = -1.0
+ pushTest('int(5.0 + fract(-3.5))', false);
+ pushTest('int(mod(2.0, -4.0))', false); // mod(2.0, -4.0) = 2.0 - (-4.0) * floor(2.0 / -4.0) = 2.0 + 4.0 * (-1.0) = -2.0
+ pushTest('int(mix(2.0, 8.0, 0.9))', false);
+ pushTest('int(length(vec4(3.0)))', false);
+ pushTest('int(lessThan(vec4(2.0), vec4(3.0)).x) * 4', false);
+
+ pushTest('true ? 5 : 0', false);
+ pushTest('int(false ? 0.0 : 5.0)', false);
+ pushTest('my_struct(5, 1).field', false, 'struct my_struct { int field; int field2; };');
+
+ pushTest('int(-0.9)', true); // conversion to int drops the fractional part
+
+ // Sequence operator returns the value of the right-most expression.
+ // Note that the sequence operator is allowed in constant expressions in ESSL 1.00,
+ // but not in ESSL 3.00, so with ESSL 3.00 failing compilation would not be required.
+ pushTest('5, 1', true);
+ pushTest('1, 5', false);
+
+ GLSLConformanceTester.runTests(tests);
+}
+
+var successfullyParsed = true;
+</script>
+</body>
+</html>