Index: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-short-circuiting-operators.html |
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+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+ |
+<!DOCTYPE html> |
+<html> |
+ <head> |
+ <meta charset="utf-8"> |
+ <title>WebGL short-circuit evaluation</title> |
+ <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
+ <script src="../../../resources/desktop-gl-constants.js" type="text/javascript"></script> |
+ <script src="../../../resources/js-test-pre.js"></script> |
+ <script src="../../resources/webgl-test.js"></script> |
+ <script src="../../resources/webgl-test-utils.js"></script> |
+ </head> |
+ <body> |
+ <div id="description"></div> |
+ <div id="console"></div> |
+ <canvas id="example" width="2" height="2"> </canvas> |
+ |
+ <!------------------------------------- |
+ WebGL Shaders |
+----------------------------------------> |
+ <!-- Pass through Shaders --> |
+ <script id="vshader0" type="x-shader/x-vertex"> |
+ /* PASS-THROUGH VERTEX SHADER */ |
+ attribute vec4 vPosition; |
+ |
+ void main() |
+ { |
+ gl_Position = vPosition; |
+ } |
+ </script> |
+ |
+ <script id="fshader0" type="x-shader/x-fragment"> |
+ /* PASS-THROUGH FRAGMENT SHADER */ |
+ precision mediump float; |
+ varying vec4 vPassThrough; |
+ |
+ void main() |
+ { |
+ gl_FragColor = vPassThrough; |
+ } |
+ </script> |
+ |
+ <!-- basic conditonal short circuit Shaders --> |
+ <script id="vshader1" type="x-shader/x-vertex"> |
+ attribute vec4 vPosition; |
+ varying vec4 vPassThrough; |
+ |
+ void main() |
+ { |
+ int x = 1; |
+ $(variables) |
+ |
+ if ($(condition)) |
+ { /*do nothing*/ } |
+ |
+ /* if x was unmodified return green, else return red */ |
+ vPassThrough = (x == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); |
+ gl_Position = vPosition; |
+ } |
+ </script> |
+ |
+ <script id="fshader1" type="x-shader/x-fragment"> |
+ precision mediump float; |
+ |
+ void main() |
+ { |
+ int x = 1; |
+ $(variables) |
+ |
+ if ($(condition)) |
+ { /*do nothing*/ } |
+ |
+ gl_FragColor = (x == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); |
+ } |
+ </script> |
+ |
+ <!-- Main body of the Webgl program --> |
+ <script> |
+ description(); |
+ |
+ var wtu = WebGLTestUtils; |
+ var gl = wtu.create3DContext(); |
+ var c = document.getElementById("console"); |
+ |
+ wtu.setupUnitQuad(gl, [0, 1]); |
+ |
+ var shaderTemplates = [ |
+ { vs: "vshader1", fs: "fshader0" }, // basic vertex short-circuit test |
+ { vs: "vshader0", fs: "fshader1" }, // basic fragment short-circuit test |
+ ]; |
+ |
+ /* replace the names of the shaders in the tempate variables with |
+ * the shaders themselves */ |
+ for (var ii = 0; ii < shaderTemplates.length; ++ii) { |
+ var template = shaderTemplates[ii]; |
+ template.vs = wtu.getScript(template.vs); |
+ template.fs = wtu.getScript(template.fs); |
+ } |
+ |
+ /* define the conditon that will be used in the shaders. If additional |
+ * variables are needed that are not present i the shader they my be |
+ * defined in the variables variable */ |
+ var tests = [ |
+ { condition: "true || (x = 0) == 1", variables: "" }, /* test basic 'or' short circuit */ |
+ { condition: "false && (x = 0) == 1", variables: "" }, /* test basic 'and' short circuit */ |
+ { condition: "(j == 3 && j == k) || (j > (x = 0))", variables: "int j = 3;\nint k = 3;" }, /* test basic 'or' short circuit with actual condition */ |
+ { condition: "(j == 3 && j == k) && (j > (x = 0))", variables: "int j = 3;\nint k = 4;" }, /* test basic 'and' short circuit with actual condition */ |
+ { condition: "(j + 3 > k && ((j < 10) || (x + 5 > j + (x = 0))) || ( x = 0 ) == 7)", variables: "int j = 5;\nint k = 3;" }, /* complex test */ |
+ { condition: "j + 1 == 6 ? x == 1 || j > (x = 0) : (x = 0) == 1 && (x = 0) <= 1", variables: "int j = 5;" }, /* nested with ternary operator */ |
+ ]; |
+ |
+ function testShortCircuit(test) { |
+ debug(""); |
+ debug("testing short circuit condition: " + test.condition); |
+ |
+ /* Setting clear color to blue */ |
+ gl.clearColor(0.0, 0.0, 1.0, 1.0); |
+ |
+ for (var ii = 0; ii < shaderTemplates.length; ++ii) { |
+ |
+ /* clear the screen so that subsequent tests don't conflict */ |
+ gl.clear(gl.COLOR_BUFFER_BIT); |
+ var template = shaderTemplates[ii]; |
+ |
+ var vs = wtu.replaceParams(template.vs, test); |
+ var fs = wtu.replaceParams(template.fs, test); |
+ |
+ wtu.addShaderSource(c, "vertex shader", vs); |
+ wtu.addShaderSource(c, "fragment shader", fs); |
+ |
+ var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER); |
+ var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER); |
+ var program = wtu.createProgram(gl, vs, fs); |
+ |
+ gl.useProgram(program); |
+ |
+ wtu.drawQuad(gl); |
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); |
+ |
+ gl.deleteProgram(program); |
+ gl.deleteShader(vs); |
+ gl.deleteShader(fs); |
+ |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors"); |
+ } |
+ } |
+ |
+ var testNdx = 0; |
+ function runNextTest() { |
+ testShortCircuit(tests[testNdx++]); |
+ if (testNdx >= tests.length) { |
+ finishTest(); |
+ } else { |
+ setTimeout(runNextTest, 1); |
+ } |
+ } |
+ |
+ runNextTest(); |
+ |
+ successfullyParsed = true; |
+ |
+ </script> |
+ </body> |
+</html> |
Property changes on: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-short-circuiting-operators.html |
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Added: svn:eol-style |
+ LF |