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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sequence-operator-evaluation-order.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sequence-operator-evaluation-order.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sequence-operator-evaluation-order.html new file mode 100644 index 0000000000..7e9af6f1aa --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sequence-operator-evaluation-order.html @@ -0,0 +1,116 @@ +<!-- +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 short-circuiting operators should be evaluated after previous operands in a sequence</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> +<canvas id="canvas" width="64" height="64"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderSequenceSideEffectsAffectTernary" type="x-shader/x-fragment"> +precision mediump float; + +bool correct = true; + +uniform float u_zero; + +float wrong() { + correct = false; + return 0.0; +} + +void main() { + // ESSL 1.00 section 5.9, about sequence operator: + // "All expressions are evaluated, in order, from left to right" + // Also use a ternary operator where the third operand has side effects to make sure + // only the second operand is evaluated. + float a = u_zero - 0.5; // Result should be -0.5. + float green = (a++, a > 0.0 ? 1.0 : wrong()); + gl_FragColor = vec4(0.0, correct ? green : 0.0, 0.0, 1.0); +} +</script> +<script id="fshaderSequenceSideEffectsAffectAnd" type="x-shader/x-fragment"> +precision mediump float; + +uniform bool u_false; + +bool sideEffectA = false; +bool funcA() { + sideEffectA = true; + return true; +} + +bool sideEffectB = false; +bool funcB() { + sideEffectB = true; + return true; +} + +void main() { + bool b = (funcA(), u_false == sideEffectA && funcB()); + gl_FragColor = (!b && sideEffectA && !sideEffectB) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); +} +</script> +<script id="fshaderSequenceSideEffectsAffectOr" type="x-shader/x-fragment"> +precision mediump float; + +uniform bool u_false; + +bool sideEffectA = false; +bool funcA() { + sideEffectA = true; + return false; +} + +bool sideEffectB = false; +bool funcB() { + sideEffectB = true; + return false; +} + +void main() { + bool b = (funcA(), (u_false == !sideEffectA) || funcB()); + gl_FragColor = (b && sideEffectA && !sideEffectB) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); +} +</script> +<script type="application/javascript"> +"use strict"; +description(); +debug(""); +debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation to unfold operators."); + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fshaderSequenceSideEffectsAffectTernary', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that is a ternary operator' +}, +{ + fShaderId: 'fshaderSequenceSideEffectsAffectAnd', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that is an and operator' +}, +{ + fShaderId: 'fshaderSequenceSideEffectsAffectOr', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that is an or operator' +} +]); +</script> +</body> +</html> + |