content/canvas/test/webgl-conformance/conformance/glsl/misc/shader-with-comma-conditional-assignment.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/glsl/misc/shader-with-comma-conditional-assignment.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,200 @@
     1.4 +<!--
     1.5 +Copyright (c) 2011 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 +-->
     1.9 +<!DOCTYPE html>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<title>WebGL GLSL Conformance Tests</title>
    1.14 +<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
    1.15 +<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
    1.16 +<script src="../../../resources/js-test-pre.js"></script>
    1.17 +<script src="../../resources/webgl-test-utils.js"></script>
    1.18 +<script src="../../resources/glsl-conformance-test.js"></script>
    1.19 +</head>
    1.20 +<body>
    1.21 +<div id="description"></div>
    1.22 +<div id="console"></div>
    1.23 +<script id="fragmentShaderAGreaterThanBCheckR" type="text/something-not-javascript">
    1.24 +// fragment shader with for scoping should succeed
    1.25 +precision mediump float;
    1.26 +void main() {
    1.27 +  float a = 3.0;
    1.28 +  float b = 2.0;
    1.29 +  float r = 0.0;
    1.30 +  float r0 = 0.5;
    1.31 +  float r1 = 1.0;
    1.32 +  float ab = a > b ? (r = r0, a) : (r = r1, b);
    1.33 +  // Output green if successful, red if not.
    1.34 +  gl_FragColor = ((r == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1));
    1.35 +}
    1.36 +</script>
    1.37 +<script id="fragmentShaderAGreaterThanBCheckAB" type="text/something-not-javascript">
    1.38 +// fragment shader with for scoping should succeed
    1.39 +precision mediump float;
    1.40 +void main() {
    1.41 +  float a = 3.0;
    1.42 +  float b = 2.0;
    1.43 +  float r = 0.0;
    1.44 +  float r0 = 0.5;
    1.45 +  float r1 = 1.0;
    1.46 +  float ab = a > b ? (r = r0, a) : (r = r1, b);
    1.47 +  // Output green if successful, red if not.
    1.48 +  gl_FragColor = ((ab == a) ? vec4(0,1,0,1) : vec4(1,0,0,1));
    1.49 +}
    1.50 +</script>
    1.51 +<script id="fragmentShaderAGreaterThanBCheckT0" type="text/something-not-javascript">
    1.52 +// fragment shader with for scoping should succeed
    1.53 +precision mediump float;
    1.54 +void main() {
    1.55 +  float a = 3.0;
    1.56 +  float b = 2.0;
    1.57 +  float t0 = 0.0;
    1.58 +  float t1 = 0.0;
    1.59 +  float r0 = 0.5;
    1.60 +  float r1 = 1.0;
    1.61 +  float ab = a > b ? (t0 = r0, a) : (t1 = r1, b);
    1.62 +  // Output green if successful, red if not.
    1.63 +  gl_FragColor = ((t0 == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1));
    1.64 +}
    1.65 +</script>
    1.66 +<script id="fragmentShaderAGreaterThanBCheckT1" type="text/something-not-javascript">
    1.67 +// fragment shader with for scoping should succeed
    1.68 +precision mediump float;
    1.69 +void main() {
    1.70 +  float a = 3.0;
    1.71 +  float b = 2.0;
    1.72 +  float t0 = 0.0;
    1.73 +  float t1 = 0.0;
    1.74 +  float r0 = 0.5;
    1.75 +  float r1 = 1.0;
    1.76 +  float ab = a > b ? (t0 = r0, a) : (t1 = r1, b);
    1.77 +  // Output green if successful, red if not.
    1.78 +  gl_FragColor = ((t1 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1));
    1.79 +}
    1.80 +</script>
    1.81 +<script id="fragmentShaderBGreaterThanACheckR" type="text/something-not-javascript">
    1.82 +// fragment shader with for scoping should succeed
    1.83 +precision mediump float;
    1.84 +void main() {
    1.85 +  float a = 2.0;
    1.86 +  float b = 3.0;
    1.87 +  float r = 0.0;
    1.88 +  float r0 = 0.5;
    1.89 +  float r1 = 1.0;
    1.90 +  float ab = a > b ? (r = r0, a) : (r = r1, b);
    1.91 +  // Output green if successful, red if not.
    1.92 +  gl_FragColor = ((r == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1));
    1.93 +}
    1.94 +</script>
    1.95 +<script id="fragmentShaderBGreaterThanACheckAB" type="text/something-not-javascript">
    1.96 +// fragment shader with for scoping should succeed
    1.97 +precision mediump float;
    1.98 +void main() {
    1.99 +  float a = 2.0;
   1.100 +  float b = 3.0;
   1.101 +  float r = 0.0;
   1.102 +  float r0 = 0.5;
   1.103 +  float r1 = 1.0;
   1.104 +  float ab = a > b ? (r = r0, a) : (r = r1, b);
   1.105 +  // Output green if successful, red if not.
   1.106 +  gl_FragColor = ((ab == b) ? vec4(0,1,0,1) : vec4(1,0,0,1));
   1.107 +}
   1.108 +</script>
   1.109 +<script id="fragmentShaderBGreaterThanACheckT0" type="text/something-not-javascript">
   1.110 +// fragment shader with for scoping should succeed
   1.111 +precision mediump float;
   1.112 +void main() {
   1.113 +  float a = 2.0;
   1.114 +  float b = 3.0;
   1.115 +  float t0 = 0.0;
   1.116 +  float t1 = 0.0;
   1.117 +  float r0 = 0.5;
   1.118 +  float r1 = 1.0;
   1.119 +  float ab = a > b ? (t0 = r0, a) : (t1 = r1, b);
   1.120 +  // Output green if successful, red if not.
   1.121 +  gl_FragColor = ((t0 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1));
   1.122 +}
   1.123 +</script>
   1.124 +<script id="fragmentShaderBGreaterThanACheckT1" type="text/something-not-javascript">
   1.125 +// fragment shader with for scoping should succeed
   1.126 +precision mediump float;
   1.127 +void main() {
   1.128 +  float a = 2.0;
   1.129 +  float b = 3.0;
   1.130 +  float t0 = 0.0;
   1.131 +  float t1 = 0.0;
   1.132 +  float r0 = 0.5;
   1.133 +  float r1 = 1.0;
   1.134 +  float ab = a > b ? (t0 = r0, a) : (t1 = r1, b);
   1.135 +  // Output green if successful, red if not.
   1.136 +  gl_FragColor = ((t1 == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1));
   1.137 +}
   1.138 +</script>
   1.139 +<script>
   1.140 +GLSLConformanceTester.runRenderTests([
   1.141 +{ vShaderId: undefined,
   1.142 +  vShaderSuccess: true,
   1.143 +  fShaderId: 'fragmentShaderAGreaterThanBCheckR',
   1.144 +  fShaderSuccess: true,
   1.145 +  linkSuccess: true,
   1.146 +  passMsg: "comma based conditional assignment works",
   1.147 +},
   1.148 +{ vShaderId: undefined,
   1.149 +  vShaderSuccess: true,
   1.150 +  fShaderId: 'fragmentShaderAGreaterThanBCheckAB',
   1.151 +  fShaderSuccess: true,
   1.152 +  linkSuccess: true,
   1.153 +  passMsg: "comma based conditional assignment works",
   1.154 +},
   1.155 +{ vShaderId: undefined,
   1.156 +  vShaderSuccess: true,
   1.157 +  fShaderId: 'fragmentShaderAGreaterThanBCheckT0',
   1.158 +  fShaderSuccess: true,
   1.159 +  linkSuccess: true,
   1.160 +  passMsg: "comma based conditional assignment works",
   1.161 +},
   1.162 +{ vShaderId: undefined,
   1.163 +  vShaderSuccess: true,
   1.164 +  fShaderId: 'fragmentShaderAGreaterThanBCheckT1',
   1.165 +  fShaderSuccess: true,
   1.166 +  linkSuccess: true,
   1.167 +  passMsg: "comma based conditional assignment works",
   1.168 +},
   1.169 +{ vShaderId: undefined,
   1.170 +  vShaderSuccess: true,
   1.171 +  fShaderId: 'fragmentShaderBGreaterThanACheckR',
   1.172 +  fShaderSuccess: true,
   1.173 +  linkSuccess: true,
   1.174 +  passMsg: "comma based conditional assignment works",
   1.175 +},
   1.176 +{ vShaderId: undefined,
   1.177 +  vShaderSuccess: true,
   1.178 +  fShaderId: 'fragmentShaderBGreaterThanACheckAB',
   1.179 +  fShaderSuccess: true,
   1.180 +  linkSuccess: true,
   1.181 +  passMsg: "comma based conditional assignment works",
   1.182 +},
   1.183 +{ vShaderId: undefined,
   1.184 +  vShaderSuccess: true,
   1.185 +  fShaderId: 'fragmentShaderBGreaterThanACheckT0',
   1.186 +  fShaderSuccess: true,
   1.187 +  linkSuccess: true,
   1.188 +  passMsg: "comma based conditional assignment works",
   1.189 +},
   1.190 +{ vShaderId: undefined,
   1.191 +  vShaderSuccess: true,
   1.192 +  fShaderId: 'fragmentShaderBGreaterThanACheckT1',
   1.193 +  fShaderSuccess: true,
   1.194 +  linkSuccess: true,
   1.195 +  passMsg: "comma based conditional assignment works",
   1.196 +}
   1.197 +]);
   1.198 +successfullyParsed = true;
   1.199 +</script>
   1.200 +</body>
   1.201 +</html>
   1.202 +
   1.203 +

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