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-->
<!-- author: Jamie Madill (jmadill at chromium) -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Struct Scope Test</title>
<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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="shader-vs-1" type="x-shader/x-vertex">
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
{
struct T {
int v1;
};
T x;
gl_Position.x += float(x.v1);
}
{
struct T {
float v2;
};
T x;
gl_Position.x += x.v2;
}
}
</script>
<script id="shader-vs-2" type="x-shader/x-vertex">
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
struct T {
int v1;
};
T x;
gl_Position.x += float(x.v1);
{
struct T {
float v2;
};
T x;
gl_Position.x += x.v2;
}
}
</script>
<script id="shader-vs-3" type="x-shader/x-vertex">
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
{
struct T {
int v1;
};
T x;
gl_Position.x += float(x.v1);
}
struct T {
float v2;
};
T x;
gl_Position.x += x.v2;
}
</script>
<script id="shader-vs-bad" type="x-shader/x-vertex">
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
struct T {
int v1;
};
T x;
gl_Position.x += float(x.v1);
struct T {
float v2;
};
T y;
gl_Position.x += y.v2;
}
</script>
<script id="shader-vs-anglebug" type="x-shader/x-vertex">
struct T_0 {
int v1;
};
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
struct T {
float v2;
};
T_0 x;
gl_Position.x += float(x.v1);
T y;
gl_Position.x += y.v2;
}
</script>
<script id="shader-vs-masked-struct-variable" type="x-shader/x-vertex">
struct T {
float f;
};
void main(void) {
T a;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
struct T {
float q;
};
gl_Position.x += a.f;
T b;
gl_Position.x += b.q;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
void main(void) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script>
"use strict";
description("Testing struct definition scope");
var wtu = WebGLTestUtils;
GLSLConformanceTester.runTests([
{
vShaderId: "shader-vs-1",
vShaderSuccess: true,
fShaderId: "shader-fs",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Two structs defined within non-overlapping scopes should be able to use the same name",
},
{
vShaderId: "shader-vs-2",
vShaderSuccess: true,
fShaderId: "shader-fs",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "A struct defined inside a scope overrides a struct defined in a outer scope with the same name",
},
{
vShaderId: "shader-vs-3",
vShaderSuccess: true,
fShaderId: "shader-fs",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "A struct can use the same name of another out-of-scope struct",
},
{
vShaderId: "shader-vs-bad",
vShaderSuccess: false,
fShaderId: "shader-fs",
fShaderSuccess: true,
linkSuccess: false,
passMsg: "A struct can't be defined with the same name as another struct defined in the same scope",
},
{
vShaderId: "shader-vs-anglebug",
vShaderSuccess: true,
fShaderId: "shader-fs",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Structs with appended underscored numbers don't cause link errors (ANGLE bug)",
},
{
vShaderId: "shader-vs-masked-struct-variable",
vShaderSuccess: true,
fShaderId: "shader-fs",
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Variables of masked outer scope struct work with inner scope struct",
},
]);
debug("");
var successfullyParsed = true;
</script>
</body>
</html>