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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>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="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShaderLiteralLoopCondition" type="text/something-not-javascript">
attribute vec4 a_position;
void main()
{
for (int i = 0; i < 5 + 5; i++) { }
gl_Position = a_position;
}
</script>
<script id="fragmentShaderLiteralLoopCondition" type="text/something-not-javascript">
void main()
{
for (int i = 0; i < 5 + 5; i++) { }
gl_FragColor = vec4(1.0);
}
</script>
<script id="vertexShaderConstVarLoopCondition" type="text/something-not-javascript">
attribute vec4 a_position;
void main()
{
// Explicitly constant variables can be part of a constant expression
const int constVar = 5;
for (int i = 0; i < 5 + constVar; i++) { }
gl_Position = a_position;
}
</script>
<script id="fragmentShaderConstVarLoopCondition" type="text/something-not-javascript">
void main()
{
// Explicitly constant variables can be part of a constant expression
const int constVar = 5;
for (int i = 0; i < constVar + 5; i++) { }
gl_FragColor = vec4(1.0);
}
</script>
<script id="vertexShaderNonConstVarLoopCondition" type="text/something-not-javascript">
attribute vec4 a_position;
void main()
{
// Despite assigning a constant and not modifying it, nonConstVar is not semantically a constant expression
int nonConstVar = 10;
for (int i = 0; i < nonConstVar; i++) { }
gl_Position = a_position;
}
</script>
<script id="fragmentShaderNonConstVarLoopCondition" type="text/something-not-javascript">
void main()
{
// Despite assigning a constant and not modifying it, nonConstVar is not semantically a constant expression
int nonConstVar = 10;
for (int i = 0; i < nonConstVar; i++) { }
gl_FragColor = vec4(1.0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
var tests = [];
tests.push({
vShaderSource: wtu.getScript("vertexShaderLiteralLoopCondition"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fragmentShaderLiteralLoopCondition"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Shaders with literals in the loop condition should compile and link.",
});
tests.push({
vShaderSource: wtu.getScript("vertexShaderConstVarLoopCondition"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fragmentShaderConstVarLoopCondition"),
fShaderSuccess: true,
linkSuccess: true,
passMsg: "Shaders with constant variables in the loop condition should compile and link.",
});
tests.push({
vShaderSource: wtu.getScript("vertexShaderNonConstVarLoopCondition"),
vShaderSuccess: false,
fShaderSource: wtu.getScript("fragmentShaderLiteralLoopCondition"),
fShaderSuccess: true,
linkSuccess: false,
passMsg: "Vertex shader with non-const variable in the loop condition should fail.",
});
tests.push({
vShaderSource: wtu.getScript("vertexShaderLiteralLoopCondition"),
vShaderSuccess: true,
fShaderSource: wtu.getScript("fragmentShaderNonConstVarLoopCondition"),
fShaderSuccess: false,
linkSuccess: false,
passMsg: "Fragment shader with non-const variable in the loop condition should fail.",
});
GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>