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Unified Diff: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html

Issue 10399113: Roll webgl conformance tests to r17874: part 2, adding r17874 (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 7 months ago
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Index: third_party/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html
===================================================================
--- 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

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