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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>Verify int(bool) and float(bool) work correctly (Mac AMD driver bug)</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>
</head>
<body>
<canvas id="canvas" width="2" height="2"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader-int1" type="x-shader/x-vertex">
attribute vec3 aPosition;
varying mediump float fvalue;
uniform bool bvalue;

void main() {
    gl_Position = vec4(aPosition, 1);
    int ivalue = int(bvalue);
    if (ivalue == 0) {
        fvalue = 0.0;
    } else if (ivalue == 1) {
        fvalue = 1.0;
    } else {
        fvalue = -1.0;
    }
}
</script>
<script id="fshader-int1" type="x-shader/x-fragment">
varying mediump float fvalue;

void main() {
    if (fvalue == 1.0)
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == 0.0)
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-int2" type="x-shader/x-vertex">
attribute vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader-int2" type="x-shader/x-fragment">
uniform bool bvalue;

void main() {
    int ivalue = int(bvalue);

    if (ivalue == 1)
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (ivalue == 0)
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-float1" type="x-shader/x-vertex">
attribute vec3 aPosition;
varying mediump float fvalue;
uniform bool bvalue;

void main() {
    gl_Position = vec4(aPosition, 1);
    fvalue = float(bvalue);
}
</script>
<script id="fshader-float1" type="x-shader/x-fragment">
varying mediump float fvalue;

void main() {
    if (fvalue == 1.0)
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == 0.0)
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-float2" type="x-shader/x-vertex">
attribute vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader-float2" type="x-shader/x-fragment">
uniform bool bvalue;

void main() {
    mediump float fvalue = float(bvalue);

    if (fvalue == 1.0)
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == 0.0)
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-vec2-1" type="x-shader/x-vertex">
attribute vec3 aPosition;
varying mediump vec2 fvalue;
uniform bool bvalue;

void main() {
    gl_Position = vec4(aPosition, 1);
    fvalue = vec2(bvalue);
}
</script>
<script id="fshader-vec2-1" type="x-shader/x-fragment">
varying mediump vec2 fvalue;

void main() {
    if (fvalue == vec2(1.0, 1.0))
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == vec2(0.0, 0.0))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-vec2-2" type="x-shader/x-vertex">
attribute vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader-vec2-2" type="x-shader/x-fragment">
precision mediump float;
uniform bool bvalue;

void main() {
    vec2 fvalue = vec2(bvalue);

    if (fvalue == vec2(1.0, 1.0))
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == vec2(0.0, 0.0))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-vec3-1" type="x-shader/x-vertex">
attribute vec3 aPosition;
varying mediump vec3 fvalue;
uniform bool bvalue;

void main() {
    gl_Position = vec4(aPosition, 1);
    fvalue = vec3(bvalue);
}
</script>
<script id="fshader-vec3-1" type="x-shader/x-fragment">
varying mediump vec3 fvalue;

void main() {
    if (fvalue == vec3(1.0, 1.0, 1.0))
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == vec3(0.0, 0.0, 0.0))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-vec3-2" type="x-shader/x-vertex">
attribute vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader-vec3-2" type="x-shader/x-fragment">
precision mediump float;
uniform bool bvalue;

void main() {
    vec3 fvalue = vec3(bvalue);

    if (fvalue == vec3(1.0, 1.0, 1.0))
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == vec3(0.0, 0.0, 0.0))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-vec4-1" type="x-shader/x-vertex">
attribute vec3 aPosition;
varying mediump vec4 fvalue;
uniform bool bvalue;

void main() {
    gl_Position = vec4(aPosition, 1);
    fvalue = vec4(bvalue);
}
</script>
<script id="fshader-vec4-1" type="x-shader/x-fragment">
varying mediump vec4 fvalue;

void main() {
    if (fvalue == vec4(1.0, 1.0, 1.0, 1.0))
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == vec4(0.0, 0.0, 0.0, 0.0))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

<script id="vshader-vec4-2" type="x-shader/x-vertex">
attribute vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader-vec4-2" type="x-shader/x-fragment">
precision mediump float;
uniform bool bvalue;

void main() {
    vec4 fvalue = vec4(bvalue);

    if (fvalue == vec4(1.0, 1.0, 1.0, 1.0))
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    else if (fvalue == vec4(0.0, 0.0, 0.0, 0.0))
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>

    <script type="application/javascript">
"use strict";
description("Verify int(bool) and float(bool) work correctly");
debug("");
var wtu = WebGLTestUtils;
function test() {
    var gl = wtu.create3DContext("canvas");
    if (!gl) {
        testFailed("context does not exist");
        return;
    }
    wtu.setupUnitQuad(gl);

    var testCases = [
        { vshader: "vshader-int1", fshader: "fshader-int1", desc: "vertex shader int" },
        { vshader: "vshader-int2", fshader: "fshader-int2", desc: "fragment shader int" },
        { vshader: "vshader-float1", fshader: "fshader-float1", desc: "vertex shader float" },
        { vshader: "vshader-float2", fshader: "fshader-float2", desc: "fragment shader float" },
        { vshader: "vshader-vec2-1", fshader: "fshader-vec2-1", desc: "vertex shader vec2" },
        { vshader: "vshader-vec2-2", fshader: "fshader-vec2-2", desc: "fragment shader vec2" },
        { vshader: "vshader-vec3-1", fshader: "fshader-vec3-1", desc: "vertex shader vec3" },
        { vshader: "vshader-vec3-2", fshader: "fshader-vec3-2", desc: "fragment shader vec3" },
        { vshader: "vshader-vec4-1", fshader: "fshader-vec4-1", desc: "vertex shader vec4" },
        { vshader: "vshader-vec4-2", fshader: "fshader-vec4-2", desc: "fragment shader vec4" },
    ];

    for (var idx = 0; idx < testCases.length; ++idx) {
        var test = testCases[idx];

        debug("");
        var program = wtu.setupProgram(gl, [test.vshader, test.fshader], ["aPosition"]);
        if (!program) {
            testFailed("Fail to set up program");
        } else {
            var uniformLoc = gl.getUniformLocation(program, 'bvalue');
            debug("Testing " + test.desc + " with false");
            gl.uniform1i(uniformLoc, 0);
            wtu.drawUnitQuad(gl);
            wtu.checkCanvas(gl, [0, 255, 0, 255]);
            debug("Testing " + test.desc + " with true");
            gl.uniform1i(uniformLoc, 1);
            wtu.drawUnitQuad(gl);
            wtu.checkCanvas(gl, [255, 0, 0, 255]);
            gl.deleteProgram(program);
            wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from testing");
        }
    }
};

test();

debug("");
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>