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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Loops and side-effects 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>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<!-- Variations on counter functions that used to give incorrect result on OSX 10.9 -->
<script id="counter0" type="x-shader/x-shader">
bool s0 = false;
while(true) {
bool bar = s0;
if (!bar) {
bar = i < 3;
i = i + 1;
}
bool foo = !bar;
if (foo) {
break;
}
s0 = false;
n ++;
}
return n;
</script>
<script id="counter1" type="x-shader/x-shader">
while(true) {
bool bar = i < 3;
i = i + 1;
bool foo = !bar;
if (foo) {
break;
}
n ++;
}
return n;
</script>
<script id="counter2" type="x-shader/x-shader">
bool s0 = true;
while(true) {
bool bar = s0;
if (!bar) {
bar = i < 3;
i = i + 1;
}
bool foo = !bar;
if (foo) {
break;
}
s0 = false;
n ++;
}
return n;
</script>
<script id="counter3" type="x-shader/x-shader">
bool s0 = true;
while(true) {
bool bar = s0;
if (!bar) {
bar = i++ < 3;
}
bool foo = !bar;
if (foo) {
break;
}
s0 = false;
n ++;
}
return n;
</script>
<script id="counter4" type="x-shader/x-shader">
bool s0 = true;
while(true) {
bool bar = s0 || (i++ < 3);
bool foo = !bar;
if (foo) {
break;
}
s0 = false;
n ++;
}
return n;
</script>
<script id="counter5" type="x-shader/x-shader">
bool s0 = true;
while(true) {
if (!(s0 || (i++ < 3))) {
break;
}
s0 = false;
n ++;
}
return n;
</script>
<script id="counter6" type="x-shader/x-shader">
bool s0 = true;
while(s0 || (i++ < 3)) {
s0 = false;
n ++;
}
return n;
</script>
<script id="counter7" type="x-shader/x-shader">
do {
n++;
} while (i++ < 3);
return n;
</script>
<script>
"use strict";
description("This test checks for bugs related to loops and side-effects.");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
for (var i = 0; i < 8; i++) {
tryCounter(document.getElementById("counter" + i).text);
debug("");
}
}
function evaluateCounter(source) {
var jsSource = "(function(n, i) {" +
source.split("bool").join("var") +
"})(0, 0)";
return eval(jsSource);
}
function makeFSSource(source) {
var fsSource =
"#version 300 es\n" +
"precision highp float;\n" +
"in float vertexCounter;\n" +
"uniform int uVertZero;\n" +
"uniform int uReference;\n" +
"out vec4 fragColor;\n" +
"int counter(int n, int i) {\n" +
source +
"}\n" +
"void main() {\n" +
" fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" +
" fragColor.r = float(counter(uVertZero, uVertZero) == uReference);\n" +
" fragColor.g = float(int(vertexCounter) == uReference);\n" +
"}\n";
return fsSource;
}
function makeVSSource(source) {
var vsSource =
"#version 300 es\n" +
"out float vertexCounter;\n" +
"uniform int uFragZero;\n" +
"in vec4 vPosition;\n" +
"int counter(int n, int i) {\n" +
source +
"}\n" +
"void main() {\n" +
" gl_Position = vPosition;\n" +
" vertexCounter = float(counter(uFragZero, uFragZero));\n" +
"}\n";
return vsSource;
}
function tryCounter(source) {
canvas.width = 50; canvas.height = 50;
gl.viewport(0, 0, canvas.width, canvas.height);
wtu.setupUnitQuad(gl, 0, 1);
var program = wtu.setupProgram(gl, [makeVSSource(source), makeFSSource(source)], ['vPosition'], [0], true);
gl.uniform1i(gl.getUniformLocation(program, "uVertZero"), 0);
gl.uniform1i(gl.getUniformLocation(program, "uFragZero"), 0);
var reference = evaluateCounter(source);
gl.uniform1i(gl.getUniformLocation(program, "uReference"), reference);
gl.useProgram(program);
wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]);
wtu.checkCanvas(gl, [255, 255, 0, 255]);
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>