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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL GLSL Conformance Tests - Reserved Words</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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShader0" type="text/something-not-javascript">
struct $replaceMe {
vec4 $replaceMe;
};
struct Foo {
$replaceMe $replaceMe;
};
attribute vec4 position;
void main()
{
Foo f;
f.$replaceMe.$replaceMe = position;
gl_Position = f.$replaceMe.$replaceMe;
}
</script>
<script id="fragmentShader0" type="text/something-not-javascript">
precision mediump float;
vec4 $replaceMe() {
return vec4(0,1,0,1);
}
void main()
{
gl_FragColor = $replaceMe();
}
</script>
<script id="vertexShader1" type="text/something-not-javascript">
attribute vec4 $replaceMe;
void main()
{
gl_Position = $replaceMe;
}
</script>
<script id="fragmentShader1" type="text/something-not-javascript">
precision mediump float;
vec4 foo(vec4 $replaceMe) {
return $replaceMe;
}
void main()
{
gl_FragColor = foo(vec4(1,0,1,1));
}
</script>
<script id="vertexShader2" type="text/something-not-javascript">
varying vec4 $replaceMe;
attribute vec4 position;
void main()
{
gl_Position = position;
$replaceMe = position;
}
</script>
<script id="fragmentShader2" type="text/something-not-javascript">
precision mediump float;
varying vec4 $replaceMe;
void main()
{
gl_FragColor = $replaceMe;
}
</script>
<script id="vertexShader3" type="text/something-not-javascript">
attribute vec4 position;
void main()
{
gl_Position = position;
}
</script>
<script id="fragmentShader3" type="text/something-not-javascript">
precision mediump float;
uniform vec4 $replaceMe;
void main()
{
gl_FragColor = $replaceMe;
}
</script>
<script>
"use strict";
var GLSL_1_0_17_words = [
"attribute",
"const",
"uniform",
"varying",
"break",
"continue",
"do",
"for",
"while",
"if",
"else",
"in",
"out",
"inout",
"float",
"int",
"void",
"bool",
"true",
"false",
"lowp",
"mediump",
"highp",
"precision",
"invariant",
"discard",
"return",
"mat2",
"mat3",
"mat4",
"vec2",
"vec3",
"vec4",
"ivec2",
"ivec3",
"ivec4",
"bvec2",
"bvec3",
"bvec4",
"sampler2D",
"samplerCube",
"struct"
]
var GLSL_1_0_17_FutureWords = [
"asm",
"class",
"union",
"enum",
"typedef",
"template",
"this",
"packed",
"goto",
"switch",
"default",
"inline",
"noinline",
"volatile",
"public",
"static",
"extern",
"external",
"interface",
"flat",
"long",
"short",
"double",
"half",
"fixed",
"unsigned",
"superp",
"input",
"output",
"hvec2",
"hvec3",
"hvec4",
"dvec2",
"dvec3",
"dvec4",
"fvec2",
"fvec3",
"fvec4",
"sampler1D",
"sampler3D",
"sampler1DShadow",
"sampler2DShadow",
"sampler2DRect",
"sampler3DRect",
"sampler2DRectShadow",
"sizeof",
"cast",
"namespace",
"using",
"__foo", // something that has 2 underscores
"foo__bar", // something that has 2 underscores
"gl_foo", // something that starts with gl_
"webgl_foo" // something that starts with webgl_
];
description();
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var reservedWordsLists = [
GLSL_1_0_17_words,
GLSL_1_0_17_FutureWords
];
var reservedWords = [];
for (var ii = 0; ii < reservedWordsLists.length; ++ii) {
var list = reservedWordsLists[ii];
for (var jj = 0; jj < list.length; ++jj) {
reservedWords.push(list[jj]);
}
}
var src = [];
for (var ii = 0; ii < 4; ++ii) {
var vsrc = document.getElementById("vertexShader" + ii).text;
var fsrc = document.getElementById("fragmentShader" + ii).text;
src.push({vsrc: vsrc, fsrc: fsrc});
}
var wordNdx = 0;
function testNextWord() {
if (wordNdx >= reservedWords.length) {
finishTest();
return;
}
testWord(reservedWords[wordNdx]);
++wordNdx;
setTimeout(testNextWord, 0);
}
testNextWord();
function testWord(word) {
debug("");
debug("testing: " + word);
for (var ii = 0; ii < src.length; ++ii) {
var vs = src[ii].vsrc.replace(/\$replaceMe/g, word);
var fs = src[ii].fsrc.replace(/\$replaceMe/g, word);
var success = true;
var program = wtu.loadProgram(gl, vs, fs, function(msg) {
//debug(msg);
success = false;
}, true);
if (success) {
testFailed("shader with: '" + word + "' compiled even though it should not");
} else {
testPassed("shader with: '" + word + "' correctly failed to compile");
}
if (program) {
gl.deleteProgram(program);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
}
}
var successfullyParsed = true;
</script>
</body>
</html>