| <!-- |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| --> |
| |
| <!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> |