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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Short circuit in loop condition 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="fshaderWhile" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform bool u;
out vec4 result;
int sideEffectCounter;
bool foo() {
++sideEffectCounter;
return true;
}
void main() {
sideEffectCounter = 0;
int iterations = 0;
while(u && foo()) {
++iterations;
if (iterations >= 10) {
break;
}
}
bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0);
result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0);
}
</script>
<script id="fshaderForCondition" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform bool u;
out vec4 result;
int sideEffectCounter;
bool foo() {
++sideEffectCounter;
return true;
}
void main() {
sideEffectCounter = 0;
for(int iterations = 0; u && foo();) {
++iterations;
if (iterations >= 10) {
break;
}
}
bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0);
result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0);
}
</script>
<script id="fshaderFor" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform bool u;
out vec4 result;
int sideEffectCounter;
bool foo() {
++sideEffectCounter;
return true;
}
void main() {
sideEffectCounter = 0;
for(int iterations = 0; true; u && foo()) {
++iterations;
if (iterations > 10) {
break;
}
}
bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0);
result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0);
}
</script>
<script id="fshaderDoWhile" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform bool u;
out vec4 result;
int sideEffectCounter;
bool foo() {
++sideEffectCounter;
return true;
}
void main() {
sideEffectCounter = 0;
int iterations = 0;
do {
++iterations;
if (iterations > 10) {
break;
}
} while (u && foo());
bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0);
result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0);
}
</script>
<script id="fshaderSequence" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform bool u;
out vec4 result;
int sideEffectCounter;
bool foo() {
++sideEffectCounter;
return true;
}
void main() {
sideEffectCounter = 0;
int iterations = 0;
while(u, u && foo()) {
++iterations;
if (iterations >= 10) {
break;
}
}
bool success = (u && sideEffectCounter == 10) || (!u && sideEffectCounter == 0);
result = success ? vec4(0, 1.0, 0, 1.0) : vec4(0, 1.0, 0, 0);
}
</script>
<script type="text/javascript">
"use strict";
description("Test behavior of a short-circuiting operator in a loop using a function call with side effects");
var testShaders = [
{fShaderId: 'fshaderWhile', description: 'in while loop condition'},
{fShaderId: 'fshaderForCondition', description: 'in for loop condition'},
{fShaderId: 'fshaderFor', description: 'in for loop expression'},
{fShaderId: 'fshaderDoWhile', description: 'in do-while loop condition'},
{fShaderId: 'fshaderSequence', description: 'inside a sequence in while loop condition'}
];
var testList = [];
for (var i = 0; i < testShaders.length; ++i) {
testList.push({
fShaderId: testShaders[i].fShaderId,
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Short-circuiting operator with a true condition ' + testShaders[i].description,
uniforms: [{name: "u", functionName: "uniform1i", value: 1}]
});
testList.push({
fShaderId: testShaders[i].fShaderId,
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Short-circuiting operator with a false condition ' + testShaders[i].description,
uniforms: [{name: "u", functionName: "uniform1i", value: 0}]
});
}
GLSLConformanceTester.runRenderTests(testList, 2);
</script>
</body>
</html>