00_test_list.txt |
|
2977 |
angle-ambiguous-function-call.html |
ANGLE ambiguous function call test |
2007 |
angle-constructor-invalid-parameters.html |
ANGLE constructor bugs test |
1445 |
angle-d3d11-compiler-error.html |
ANGLE D3D11 Bug - Shader compilation error |
2370 |
angle-dx-variable-bug.html |
ANGLE D3D11 Bug - Variables beginning with "dx_" |
2373 |
array-of-struct-with-int-first-position.html |
Driver Bug - Array of structs with int or bool in first position |
3635 |
assign-to-swizzled-twice-in-function.html |
Assigning an assignment to a swizzled value inside function |
1146 |
bool-type-cast-bug-int-float.html |
Verify int(bool) and float(bool) work correctly (Mac AMD driver bug) |
8467 |
character-set.html |
Character Set |
3108 |
compare-loop-index-to-uniform.html |
Driver bug - Comparing loop index against uniform in a fragment shader should work |
1296 |
complex-glsl-does-not-crash.html |
Driver Bug - complex glsl should not crash |
7436 |
compound-assignment-type-combination.html |
Result type should match the l-value type in compound assignment |
850 |
conditional-discard-in-loop.html |
Conditional discard in loop issue |
4121 |
conditional-discard-optimization.html |
ANGLE WebGL Shader Conditionals Repro |
3436 |
conditional-texture-fetch.html |
Conditional texture fetch test |
4292 |
constant-precision-qualifier.html |
Bug - the precision qualifier of a constant variable should affect the precision of a consuming operation |
3968 |
essl3-shaders-with-webgl1.html |
Browser bug - WebGL 1 context should not accept OpenGL ES 3 shading language shaders |
4100 |
floor-div-cos-should-not-truncate.html |
Floor + divide + cosine should not truncate intermediate results. |
2335 |
floored-division-accuracy.html |
Floored Division Accuracy Bug |
1851 |
fragcoord-linking-bug.html |
GLSL compiler bug referencing gl_FragCoord |
2984 |
gl-fragcoord-multisampling-bug.html |
gl_FragCoord multisampling bug |
1885 |
global-invariant-does-not-leak-across-shaders.html |
Global invariant does not leak across shaders |
1925 |
if-return-and-elseif.html |
If with return and else if in fragment shader |
1452 |
in-parameter-passed-as-inout-argument-and-global.html |
Function in parameter passed as an inout argument and a global variable with the same name |
1343 |
init-array-with-loop.html |
Initializing an array with a loop test |
1777 |
invariant-does-not-leak-across-shaders.html |
Invariant does not leak across shaders |
1975 |
logic-inside-block-without-braces.html |
Short-circuiting logic operator with side effects inside if statement without braces should work |
2114 |
long-expressions-should-not-crash.html |
Driver Bug - long experssions should not crash |
3578 |
loop-if-loop-gradient.html |
Gradient loop in if in loop crash |
2069 |
modulo-arithmetic-accuracy.html |
Modulo Arithmetic Accuracy Bug |
1848 |
multiplication-assignment.html |
Multiplication assignment operator compilation bug |
1233 |
nested-functions-should-not-crash.html |
Driver Bug - nested functions should not crash |
2082 |
nested-loops-with-break-and-continue.html |
Using nested loops with break and/or continue statements in a fragment shader should work |
2303 |
nested-sequence-operator.html |
Nested sequence operator |
1411 |
pow-of-small-constant-in-user-defined-function.html |
Bug - calculating powers of constants smaller than 1.0e-5 in user-defined functions should work |
2154 |
pow-with-constant-exponent-should-not-crash.html |
Bug - pow() with constant vector exponent should not crash |
2041 |
qualcomm-crash.html |
Qualcomm program link crash Tests |
4012 |
qualcomm-loop-with-continue-crash.html |
Qualcomm loop with continue crash test |
1782 |
README.md |
BUGS |
645 |
sampler-array-struct-function-arg.html |
GLSL struct containing an array of samplers passed into a user-defined function |
2093 |
sampler-array-using-loop-index.html |
Sampler arrays using loop index should compile fine. |
2014 |
sampler-struct-function-arg.html |
Passing a struct containing a sampler to a function. |
3022 |
sequence-operator-evaluation-order.html |
GLSL short-circuiting operators should be evaluated after previous operands in a sequence |
3305 |
sketchfab-lighting-shader-crash.html |
Sketchfab Lighting Shader Crash |
2391 |
struct-constructor-highp-bug.html |
Struct constructor highp bug. |
1416 |
struct-with-single-member-constructor.html |
GLSL struct with a single member constructor test |
1171 |
temp-expressions-should-not-crash.html |
Driver Bug - temp experssions should not crash |
2571 |
unary-minus-operator-float-bug.html |
GLSL unary minus operator with float bug Tests |
1395 |
undefined-index-should-not-crash.html |
Bug - indexing with 'int()' should not crash |
1690 |
uniforms-should-not-lose-values.html |
Driver Bug - Uniforms should no lose values |
2197 |
varying-arrays-should-not-be-reversed.html |
Varying arrays should not be reversed |
2402 |
vector-matrix-constructor-scalarization.html |
|
5478 |
vector-scalar-arithmetic-inside-loop-complex.html |
GLSL vector/scalar arithmetic inside a for loop (complex cases) |
2299 |
vector-scalar-arithmetic-inside-loop.html |
GLSL vector/scalar arithmetic inside a for loop |
2705 |