Index: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html |
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--- third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html (revision 0) |
@@ -0,0 +1,222 @@ |
+<!-- |
+ |
+/* |
+** 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 GLSL Conformance Tests</title> |
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
+<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/> |
+<script src="../../../resources/js-test-pre.js"></script> |
+<script src="../../resources/webgl-test-utils.js"></script> |
+<script src="../../resources/glsl-conformance-test.js"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="fragmentShaderAGreaterThanBCheckR" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 3.0; |
+ float b = 2.0; |
+ float r = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (r = r0, a) : (r = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((r == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderAGreaterThanBCheckAB" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 3.0; |
+ float b = 2.0; |
+ float r = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (r = r0, a) : (r = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((ab == a) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderAGreaterThanBCheckT0" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 3.0; |
+ float b = 2.0; |
+ float t0 = 0.0; |
+ float t1 = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((t0 == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderAGreaterThanBCheckT1" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 3.0; |
+ float b = 2.0; |
+ float t0 = 0.0; |
+ float t1 = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((t1 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderBGreaterThanACheckR" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 2.0; |
+ float b = 3.0; |
+ float r = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (r = r0, a) : (r = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((r == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderBGreaterThanACheckAB" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 2.0; |
+ float b = 3.0; |
+ float r = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (r = r0, a) : (r = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((ab == b) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderBGreaterThanACheckT0" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 2.0; |
+ float b = 3.0; |
+ float t0 = 0.0; |
+ float t1 = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((t0 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script id="fragmentShaderBGreaterThanACheckT1" type="text/something-not-javascript"> |
+// fragment shader with for scoping should succeed |
+precision mediump float; |
+void main() { |
+ float a = 2.0; |
+ float b = 3.0; |
+ float t0 = 0.0; |
+ float t1 = 0.0; |
+ float r0 = 0.5; |
+ float r1 = 1.0; |
+ float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
+ // Output green if successful, red if not. |
+ gl_FragColor = ((t1 == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
+} |
+</script> |
+<script> |
+GLSLConformanceTester.runRenderTests([ |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderAGreaterThanBCheckR', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderAGreaterThanBCheckAB', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderAGreaterThanBCheckT0', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderAGreaterThanBCheckT1', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderBGreaterThanACheckR', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderBGreaterThanACheckAB', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderBGreaterThanACheckT0', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+}, |
+{ vShaderId: undefined, |
+ vShaderSuccess: true, |
+ fShaderId: 'fragmentShaderBGreaterThanACheckT1', |
+ fShaderSuccess: true, |
+ linkSuccess: true, |
+ passMsg: "comma based conditional assignment works", |
+} |
+]); |
+successfullyParsed = true; |
+</script> |
+</body> |
+</html> |
+ |
+ |
Property changes on: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |