| <!-- |
| 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"> |
| <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> |
| <title></title> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="intFragShader" type="text/something-not-javascript"> |
| void main() { |
| int i = 2, j = (i > 1) ? 1 : 0; |
| gl_FragColor = vec4(0.0, j, 0.0, 1.0); |
| } |
| </script> |
| <script id="ivec2FragShader" type="text/something-not-javascript"> |
| void main() { |
| ivec2 i = ivec2(2, 0), j = (i.x > 1) ? ivec2(0, 1) : ivec2(0, 0); |
| gl_FragColor = vec4(j, 0.0, 1.0); |
| } |
| </script> |
| <script id="ivec3FragShader" type="text/something-not-javascript"> |
| void main() { |
| ivec3 i = ivec3(0, 2, 0), j = (i.y > 1) ? ivec3(0, 1, 0) : ivec3(0, 0, 0); |
| gl_FragColor = vec4(j, 1.0); |
| } |
| </script> |
| <script id="ivec4FragShader" type="text/something-not-javascript"> |
| void main() { |
| ivec4 i = ivec4(0.0, 0.0, 2.0, 0.0), j = (i.z > 1) ? ivec4(0, 1, 0, 1) : ivec4(0, 0, 0, 1); |
| gl_FragColor = vec4(j); |
| } |
| </script> |
| <script id="floatFragShader" type="text/something-not-javascript"> |
| void main() { |
| precision mediump float; |
| float i = 2.0, j = (i > 1.0) ? 1.0 : 0.0; |
| gl_FragColor = vec4(0.0, j, 0.0, 1.0); |
| } |
| </script> |
| <script id="vec2FragShader" type="text/something-not-javascript"> |
| void main() { |
| precision mediump float; |
| vec2 i = vec2(2.0, 0.0), j = (i.x > 1.0) ? vec2(0.0, 1.0) : vec2(0.0, 0.0); |
| gl_FragColor = vec4(j, 0.0, 1.0); |
| } |
| </script> |
| <script id="vec3FragShader" type="text/something-not-javascript"> |
| void main() { |
| precision mediump float; |
| vec3 i = vec3(0.0, 2.0, 0.0), j = (i.y > 1.0) ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 0.0); |
| gl_FragColor = vec4(j, 1.0); |
| } |
| </script> |
| <script id="vec4FragShader" type="text/something-not-javascript"> |
| void main() { |
| precision mediump float; |
| vec4 i = vec4(0.0, 0.0, 2.0, 0.0), j = (i.z > 1.0) ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0); |
| gl_FragColor = j; |
| } |
| </script> |
| <script id="boolFragShader" type="text/something-not-javascript"> |
| void main() { |
| bool i = true, j = i ? true : false; |
| gl_FragColor = vec4(0.0, j, 0.0, 1.0); |
| } |
| </script> |
| <script id="bvec2FragShader" type="text/something-not-javascript"> |
| void main() { |
| bvec2 i = bvec2(true, false), j = i.x ? bvec2(false, true) : bvec2(false, false); |
| gl_FragColor = vec4(j, 0.0, 1.0); |
| } |
| </script> |
| <script id="bvec3FragShader" type="text/something-not-javascript"> |
| void main() { |
| bvec3 i = bvec3(false, true, false), j = i.y ? bvec3(false, true, false) : bvec3(false, false, false); |
| gl_FragColor = vec4(j, 1.0); |
| } |
| </script> |
| <script id="bvec4FragShader" type="text/something-not-javascript"> |
| void main() { |
| bvec4 i = bvec4(false, false, true, true), j = i.z ? bvec4(false, true, false, true) : bvec4(false, false, false, true); |
| gl_FragColor = vec4(j); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("This test verifies initializers with ternary operators correctly initialize all variables."); |
| // Test fragment shaders are of the form |
| // void main() { |
| // {type} i = {initializer}, j = {ternary test using i that succeeds} ? : {green} : {black}; |
| // gl_FragColor = vec4(...); // Emit green so that test will pass |
| // } |
| // The fragment shader must compile and link with the default vertex shader. J must be able to use the values of I as well as have its own |
| // values properly initialized. |
| var tests = [ |
| { fShaderId: 'intFragShader', passMsg: 'Ternary operator in integer initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'ivec2FragShader', passMsg: 'Ternary operator in ivec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'ivec3FragShader', passMsg: 'Ternary operator in ivec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'ivec4FragShader', passMsg: 'Ternary operator in ivec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'floatFragShader', passMsg: 'Ternary operator in float initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'vec2FragShader', passMsg: 'Ternary operator in vec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'vec3FragShader', passMsg: 'Ternary operator in vec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'vec4FragShader', passMsg: 'Ternary operator in vec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'boolFragShader', passMsg: 'Ternary operator in bool initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'bvec2FragShader', passMsg: 'Ternary operator in bvec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'bvec3FragShader', passMsg: 'Ternary operator in bvec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| { fShaderId: 'bvec4FragShader', passMsg: 'Ternary operator in bvec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true }, |
| ]; |
| GLSLConformanceTester.runTests(tests); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |