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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>GLSL Structure Assignment Test</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>
<script id="simple-vs" type="x-shader/x-vertex">
attribute vec4 a_position;
void main(void) {
gl_Position = a_position;
}
</script>
<script id="simple-struct-fs" type="x-shader/x-fragment">
precision mediump float;
struct my_struct {
float f;
};
my_struct a = my_struct(0.0);
my_struct b = my_struct(1.0);
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
a = b;
if (a.f == 1.0) {
gl_FragColor.y = 1.0;
}
}
</script>
<script id="vec-struct-fs" type="x-shader/x-fragment">
precision mediump float;
struct my_struct {
vec3 v;
};
my_struct a = my_struct(vec3(0.0, 0.0, 0.0));
my_struct b = my_struct(vec3(1.0, 2.0, 3.0));
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
a = b;
if (a.v.x == 1.0) {
gl_FragColor.y = 1.0;
}
}
</script>
<script id="nested-struct-fs" type="x-shader/x-fragment">
precision mediump float;
struct s1
{
float f;
};
struct s2
{
s1 s;
};
s2 a = s2(s1(0.0));
s2 b = s2(s1(1.0));
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
a = b;
if (a.s.f == 1.0) {
gl_FragColor.y = 1.0;
}
}
</script>
<script id="nested-vec-struct-fs" type="x-shader/x-fragment">
precision mediump float;
struct s1
{
vec3 v;
};
struct s2
{
s1 s;
};
s2 a = s2(s1(vec3(0.0, 0.0, 0.0)));
s2 b = s2(s1(vec3(1.0, 2.0, 3.0)));
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
a = b;
if (a.s.v.x == 1.0) {
gl_FragColor.y = 1.0;
}
}
</script>
<script id="array-struct-fs" type="x-shader/x-fragment">
precision mediump float;
struct my_struct
{
float f[3];
};
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
my_struct a;
my_struct b;
for (int i = 0; i < 3; ++i) {
a.f[i] = 0.0;
b.f[i] = float(i);
}
a = b;
if (a.f[1] == 1.0 && a.f[2] == 2.0) {
gl_FragColor.y = 1.0;
}
}
</script>
<script id="sampler-struct-fs" type="x-shader/x-fragment">
precision mediump float;
struct my_struct
{
sampler2D s;
};
uniform my_struct a;
void main(void) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
my_struct b;
b = a;
}
</script>
</head>
<body>
<canvas id="canvas" width="50" height="50"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Testing struct assignment");
var wtu = WebGLTestUtils;
GLSLConformanceTester.runTests([
{
vShaderId: "simple-vs",
vShaderSuccess: true,
fShaderId: "simple-struct-fs",
fShaderSuccess: true,
linkSuccess: true,
render: true,
passMsg: "Simple struct with one float",
},
{
vShaderId: "simple-vs",
vShaderSuccess: true,
fShaderId: "vec-struct-fs",
fShaderSuccess: true,
linkSuccess: true,
render: true,
passMsg: "Simple struct with a vector",
},
{
vShaderId: "simple-vs",
vShaderSuccess: true,
fShaderId: "nested-struct-fs",
fShaderSuccess: true,
linkSuccess: true,
render: true,
passMsg: "Nested struct with a float",
},
{
vShaderId: "simple-vs",
vShaderSuccess: true,
fShaderId: "nested-vec-struct-fs",
fShaderSuccess: true,
linkSuccess: true,
render: true,
passMsg: "Nested struct with a vector",
},
{
vShaderId: "simple-vs",
vShaderSuccess: true,
fShaderId: "array-struct-fs",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "Assigning a struct containing an array should not compile",
},
{
vShaderId: "simple-vs",
vShaderSuccess: true,
fShaderId: "sampler-struct-fs",
fShaderSuccess: false,
linkSuccess: false,
passMsg: "Assigning a struct containing a sampler should not compile",
}
]);
debug("");
var successfullyParsed = true;
</script>
</body>
</html>