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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Using nested loops with break and/or continue statements in a fragment shader should work</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css" />
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="canvas" width="256" height="256"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 aPosition;
void main() {
gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform int uCount;
void main() {
int a = 0;
for (int i = 0; i < 10; ++i) {
if (i >= uCount) { break; }
for (int j = 0; j < 10; ++j) {
if (j >= uCount) { continue; }
a += 1;
}
for (int j = 0; j < 10; ++j) {
if (j >= uCount) { break; }
a += 1;
}
for (int j = 0; j < 10; ++j) {
if (j >= uCount) { continue; }
a += 1;
}
for (int j = 0; j < 10; ++j) {
if (j >= uCount) { break; }
a += 1;
}
for (int j = 0; j < 10; ++j) {
if (j >= uCount) { continue; }
a += 1;
}
}
float b = (float(a) / 125.0) * (64.0 / 255.0);
gl_FragColor = vec4(b, 1.0 - b, 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Multiple loops using break and continue statements should work.");
debug("");
var wtu = WebGLTestUtils;
function test() {
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
return;
}
wtu.setupUnitQuad(gl);
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["aPosition"], undefined, true);
var uniformLoc = gl.getUniformLocation(program, 'uCount');
gl.uniform1i(uniformLoc, 5);
wtu.drawUnitQuad(gl);
wtu.checkCanvas(gl, [64, 191, 0, 255], "should be 64,191,0,255");
};
test();
finishTest();
</script>
</body>
</html>