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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL switch/case corner case 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="fshaderDeclarationInsideSwitch" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
my_FragColor = vec4(1, 0, 0, 1);
switch (u_zero)
{
case 0:
ivec2 i;
i = ivec2(1, 0);
my_FragColor = vec4(0, i[0], 0, 1);
}
}
</script>
<script id="fshaderDeclarationInsideSwitchScope" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
// GLSL ES 3.10 clarifies the scoping rules that are relevant here. In section 4.2.2 it says:
// "The statement following a switch (...) forms a nested scope."
// There are no other special scoping rules with regards to switch statements.
void main()
{
my_FragColor = vec4(1, 0, 0, 1);
switch (u_zero)
{
case 0:
ivec2 i;
i = ivec2(1, 0);
default:
my_FragColor = vec4(0, i[0], 0, 1);
}
}
</script>
<script id="fshaderFallThroughAll" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
int i = 0;
// switch should fall through both cases.
switch(u_zero)
{
case 0:
i += 1;
case 1:
i += 2;
}
if (i == 3)
{
my_FragColor = vec4(0, 1, 0, 1);
}
else
{
my_FragColor = vec4(1, 0, 0, 1);
}
}
</script>
<script id="fshaderEmptySwitchStatement" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
switch(u_zero)
{
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshaderLastCaseHasEmptyDeclaration" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
// Empty declaration should count as a statement.
switch(u_zero)
{
case 0:
int;
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshaderLastCaseHasEmptyBlock" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
// Empty block should count as a statement.
switch(u_zero)
{
case 0:
{}
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshaderLastCaseHasConstantStatement" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
// Empty statement should count as a statement.
switch(u_zero)
{
case 0:
0;
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshaderLastCaseHasEmptyStatement" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
// Empty statement should count as a statement.
switch(u_zero)
{
case 0:
;
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshaderCaseInsideBlock" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
// Case statements must not be nested in blocks.
// GLSL ES 3.00 spec is a bit vague on this but GLSL ES 3.10 section 6.2 is clearer.
switch(u_zero)
{
case 1:
{
case 0:
my_FragColor = vec4(1, 0, 0, 1);
}
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script type="application/javascript">
"use strict";
description();
// Covers bugs:
// http://anglebug.com/2177
// http://anglebug.com/2178
// http://anglebug.com/2179
GLSLConformanceTester.runTests([
{
fShaderId: 'fshaderDeclarationInsideSwitch',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Declaration inside switch should work.',
render: true
},
{
fShaderId: 'fshaderDeclarationInsideSwitchScope',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Declaration inside switch should be scoped until the end of the switch statement.',
render: true
},
{
fShaderId: 'fshaderFallThroughAll',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Falling through all cases in switch/case should work.',
render: true
},
{
fShaderId: 'fshaderEmptySwitchStatement',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Empty switch statements are valid.'
},
{
fShaderId: 'fshaderLastCaseHasEmptyDeclaration',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Empty declaration should count as a statement for the purposes of switch statement validation.'
},
{
fShaderId: 'fshaderLastCaseHasEmptyBlock',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Empty block should count as a statement for the purposes of switch statement validation.'
},
{
fShaderId: 'fshaderLastCaseHasConstantStatement',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Constant statement should count as a statement for the purposes of switch statement validation.'
},
{
fShaderId: 'fshaderLastCaseHasEmptyStatement',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Empty statement should count as a statement for the purposes of switch statement validation.'
},
{
fShaderId: 'fshaderCaseInsideBlock',
fShaderSuccess: false,
passMsg: 'Case statements must not be nested inside blocks.'
}
], 2);
</script>
</body>
</html>