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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>GLSL dynamic vector and matrix indexing 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="fshaderIndexMatrixTwice" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void main() { |
| mat2 m = mat2(0.0, 0.0, 0.0, 1.0); |
| float f = m[u_zero + 1][u_zero + 1]; |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexWithValueFromIndexingExpression" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void main() { |
| ivec2 i = ivec2(0, 2); |
| vec4 v = vec4(0.0, 0.2, 1.0, 0.4); |
| float f = v[i[u_zero + 1]]; |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexLValue" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| v[u_zero + 1] = 5.0; |
| vec4 expected = vec4(1.0, 5.0, 3.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexLValueWithValueFromIndexingExpression" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void main() { |
| ivec2 i = ivec2(0, 2); |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| v[i[u_zero + 1]] = 5.0; |
| vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexBuiltInFunctionCallOutParameter" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| modf(5.5, v[u_zero + 3]); |
| vec4 expected = vec4(1.0, 2.0, 3.0, 5.0); |
| float f = 1.0 - distance(v, expected); |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexUserDefinedFunctionCallOutParameter" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void foo(out float f) { |
| modf(5.5, f); |
| } |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| foo(v[u_zero + 3]); |
| vec4 expected = vec4(1.0, 2.0, 3.0, 5.0); |
| float f = 1.0 - distance(v, expected); |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexUserDefinedFunctionCallInOutParameter" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void foo(inout float f) { |
| float g = f + 2.5; |
| modf(g, f); |
| } |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| foo(v[u_zero + 2]); |
| vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexWithSideEffects" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| int sideEffectCounter = 0; |
| |
| int funcWithSideEffects() { |
| sideEffectCounter++; |
| return 2; |
| } |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| v[funcWithSideEffects()] = 5.0; |
| vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| if (sideEffectCounter != 1) { |
| f = 0.0; |
| } |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexInOutWithSideEffects" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| int sideEffectCounter = 0; |
| |
| int funcWithSideEffects() { |
| sideEffectCounter++; |
| return 2; |
| } |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| v[funcWithSideEffects()]++; |
| vec4 expected = vec4(1.0, 2.0, 4.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| if (sideEffectCounter != 1) { |
| f = 0.0; |
| } |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexUserDefinedFunctionCallInOutParameterWithIndexWithSideEffects" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| int sideEffectCounter = 0; |
| |
| void foo(inout float f) { |
| float g = f + 2.5; |
| modf(g, f); |
| } |
| |
| int funcWithSideEffects() { |
| sideEffectCounter++; |
| return 2; |
| } |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| foo(v[funcWithSideEffects()]); |
| vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| if (sideEffectCounter != 1) { |
| f = 0.0; |
| } |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexLValueWithUint" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform uint u_zero; |
| |
| void main() { |
| vec4 v = vec4(1.0, 2.0, 3.0, 4.0); |
| v[u_zero] = 5.0; |
| vec4 expected = vec4(5.0, 2.0, 3.0, 4.0); |
| float f = 1.0 - distance(v, expected); |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderIndexUniform" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform vec4 u_zeroVec; |
| uniform uint u_zero; |
| |
| void main() { |
| // This test is just to catch a crash bug that occurred in ANGLE's workaround. |
| // Rendering result is not meaningful. |
| float f = u_zeroVec[u_zero]; |
| my_FragColor = vec4(f, 1.0, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderSequenceDynamicIndexingVectorLvalue" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| uniform int u_zero; |
| |
| int sideEffectCounter = 0; |
| float func() { |
| ++sideEffectCounter; |
| return -1.0; |
| } |
| |
| void main() { |
| vec4 v = vec4(0.0, 2.0, 4.0, 6.0); |
| float f = (func(), (++v[u_zero + sideEffectCounter])); |
| my_FragColor = (abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCounter == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); |
| } |
| </script> |
| <script id="fshaderIndexMatrixTwiceInLValue" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| uniform int u_zero; |
| |
| void main() { |
| mat2 m = mat2(0.0, 0.0, 0.0, 0.0); |
| m[u_zero + 1][u_zero + 1] = float(u_zero + 1); |
| float f = m[1][1]; |
| my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description("Dynamic indexing of vectors and matrices should work."); |
| |
| debug("Dynamic indexing of vectors and matrices requires complex workarounds on HLSL backends. Try to test possible bugs those workarounds might have."); |
| |
| GLSLConformanceTester.runRenderTests([ |
| { |
| fShaderId: 'fshaderIndexMatrixTwice', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index matrix and then index the resulting vector in the same expression' |
| }, |
| { |
| fShaderId: 'fshaderIndexWithValueFromIndexingExpression', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index a vector with an index that is the result of indexing' |
| }, |
| { |
| fShaderId: 'fshaderIndexLValue', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index on the left-hand side of assignment' |
| }, |
| { |
| fShaderId: 'fshaderIndexLValueWithValueFromIndexingExpression', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index on the left-hand side of assignment with an index that is the result of indexing' |
| }, |
| { |
| fShaderId: 'fshaderIndexBuiltInFunctionCallOutParameter', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index the out parameter passed to built-in modf' |
| }, |
| { |
| fShaderId: 'fshaderIndexUserDefinedFunctionCallOutParameter', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index an out parameter passed to an user-defined function' |
| }, |
| { |
| fShaderId: 'fshaderIndexUserDefinedFunctionCallInOutParameter', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index an inout parameter passed to an user-defined function' |
| }, |
| { |
| fShaderId: 'fshaderIndexWithSideEffects', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Use expression with side effects as an index of an l-value' |
| }, |
| { |
| fShaderId: 'fshaderIndexInOutWithSideEffects', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Use expression with side effects as an index of an l-value that is both read and written' |
| }, |
| { |
| fShaderId: 'fshaderIndexUserDefinedFunctionCallInOutParameterWithIndexWithSideEffects', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index an inout parameter passed to an user-defined function with an index with side effects' |
| }, |
| { |
| fShaderId: 'fshaderIndexLValueWithUint', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index on the left-hand side of assignment with an uint' |
| }, |
| { |
| fShaderId: 'fshaderIndexUniform', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index a uniform with a uniform' |
| }, |
| { |
| fShaderId: 'fshaderSequenceDynamicIndexingVectorLvalue', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Sequence operator with dynamic indexing of a vector as an l-value inside' |
| }, |
| { |
| fShaderId: 'fshaderIndexMatrixTwiceInLValue', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Index matrix and then index the resulting vector in the same expression inside an l-value' |
| } |
| ], 2); |
| </script> |
| </body> |
| </html> |
| |