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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>GLSL array as return value 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="fshaderReturnedArrayNotUsed" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| int g = 0; |
| |
| int[2] plus() { |
| ++g; |
| return int[2](g, g); |
| } |
| |
| void main() { |
| // The function call should be evaluated even if the returned array is not used. |
| plus(); |
| my_FragColor = vec4(0.0, ((g == 1) ? 1.0 : 0.0), 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderCompareReturnedArray" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| int g = 0; |
| |
| int[2] createArray() { |
| ++g; |
| return int[2](g, g); |
| } |
| |
| void main() { |
| // Comparing a returned array should work. |
| if (createArray() == int[2](1, 1)) { |
| my_FragColor = vec4(0.0, 1.0, 0.0, 1.0); |
| } else { |
| my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); |
| } |
| } |
| </script> |
| <script id="fshaderReturnReturnedArray" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| int g = 0; |
| |
| int[2] foo() { |
| ++g; |
| return int[2](g, g); |
| } |
| |
| int[2] bar(int addition) { |
| g += addition; |
| // Returning a returned array should work. |
| return foo(); |
| } |
| |
| void main() { |
| int a[2] = bar(1); |
| bool arrayCorrect = true; |
| for (int i = 0; i < 2; ++i) { |
| if (a[i] != 2) { |
| arrayCorrect = false; |
| } |
| } |
| my_FragColor = vec4(0.0, ((g == 2 && arrayCorrect) ? 1.0 : 0.0), 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderReturnedArrayAsParameter" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| |
| int g = 0; |
| |
| int[2] createArray() { |
| ++g; |
| return int[2](g, g); |
| } |
| |
| bool isSuccess(int[2] a) { |
| bool arrayCorrect = true; |
| for (int i = 0; i < 2; ++i) { |
| if (a[i] != 1) { |
| arrayCorrect = false; |
| } |
| } |
| return arrayCorrect; |
| } |
| |
| void main() { |
| bool success = isSuccess(createArray()); |
| my_FragColor = vec4(0.0, (success ? 1.0 : 0.0), 0.0, 1.0); |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description("Arrays as return values should work"); |
| debug(""); |
| debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation when the platform doesn't natively support arrays as return values."); |
| |
| GLSLConformanceTester.runRenderTests([ |
| { |
| fShaderId: 'fshaderReturnedArrayNotUsed', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Expression where a returned array is not used' |
| }, |
| { |
| fShaderId: 'fshaderCompareReturnedArray', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Expression where a returned array is compared' |
| }, |
| { |
| fShaderId: 'fshaderReturnReturnedArray', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Expression where a returned array is returned again' |
| }, |
| { |
| fShaderId: 'fshaderReturnedArrayAsParameter', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'Expression where a returned array is passed as a parameter' |
| } |
| ], 2); |
| </script> |
| </body> |
| </html> |
| |