Source code

Revision control

Copy as Markdown

Other Tools

<!--
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>GLSL short-circuiting operators should be evaluated after previous operands in a sequence</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>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<canvas id="canvas" width="64" height="64"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="fshaderSequenceSideEffectsAffectTernary" type="x-shader/x-fragment">
precision mediump float;
bool correct = true;
uniform float u_zero;
float wrong() {
correct = false;
return 0.0;
}
void main() {
// ESSL 1.00 section 5.9, about sequence operator:
// "All expressions are evaluated, in order, from left to right"
// Also use a ternary operator where the third operand has side effects to make sure
// only the second operand is evaluated.
float a = u_zero - 0.5; // Result should be -0.5.
float green = (a++, a > 0.0 ? 1.0 : wrong());
gl_FragColor = vec4(0.0, correct ? green : 0.0, 0.0, 1.0);
}
</script>
<script id="fshaderSequenceSideEffectsAffectAnd" type="x-shader/x-fragment">
precision mediump float;
uniform bool u_false;
bool sideEffectA = false;
bool funcA() {
sideEffectA = true;
return true;
}
bool sideEffectB = false;
bool funcB() {
sideEffectB = true;
return true;
}
void main() {
bool b = (funcA(), u_false == sideEffectA && funcB());
gl_FragColor = (!b && sideEffectA && !sideEffectB) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
</script>
<script id="fshaderSequenceSideEffectsAffectOr" type="x-shader/x-fragment">
precision mediump float;
uniform bool u_false;
bool sideEffectA = false;
bool funcA() {
sideEffectA = true;
return false;
}
bool sideEffectB = false;
bool funcB() {
sideEffectB = true;
return false;
}
void main() {
bool b = (funcA(), (u_false == !sideEffectA) || funcB());
gl_FragColor = (b && sideEffectA && !sideEffectB) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
</script>
<script type="application/javascript">
"use strict";
description();
debug("");
debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation to unfold operators.");
GLSLConformanceTester.runRenderTests([
{
fShaderId: 'fshaderSequenceSideEffectsAffectTernary',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that is a ternary operator'
},
{
fShaderId: 'fshaderSequenceSideEffectsAffectAnd',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that is an and operator'
},
{
fShaderId: 'fshaderSequenceSideEffectsAffectOr',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where first operand of a sequence operator has side effects which affect the second operand that is an or operator'
}
]);
</script>
</body>
</html>