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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">
<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>
<title></title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="intFragShader" type="text/something-not-javascript">
void main() {
int i = 2, j = (i > 1) ? 1 : 0;
gl_FragColor = vec4(0.0, j, 0.0, 1.0);
}
</script>
<script id="ivec2FragShader" type="text/something-not-javascript">
void main() {
ivec2 i = ivec2(2, 0), j = (i.x > 1) ? ivec2(0, 1) : ivec2(0, 0);
gl_FragColor = vec4(j, 0.0, 1.0);
}
</script>
<script id="ivec3FragShader" type="text/something-not-javascript">
void main() {
ivec3 i = ivec3(0, 2, 0), j = (i.y > 1) ? ivec3(0, 1, 0) : ivec3(0, 0, 0);
gl_FragColor = vec4(j, 1.0);
}
</script>
<script id="ivec4FragShader" type="text/something-not-javascript">
void main() {
ivec4 i = ivec4(0.0, 0.0, 2.0, 0.0), j = (i.z > 1) ? ivec4(0, 1, 0, 1) : ivec4(0, 0, 0, 1);
gl_FragColor = vec4(j);
}
</script>
<script id="floatFragShader" type="text/something-not-javascript">
void main() {
precision mediump float;
float i = 2.0, j = (i > 1.0) ? 1.0 : 0.0;
gl_FragColor = vec4(0.0, j, 0.0, 1.0);
}
</script>
<script id="vec2FragShader" type="text/something-not-javascript">
void main() {
precision mediump float;
vec2 i = vec2(2.0, 0.0), j = (i.x > 1.0) ? vec2(0.0, 1.0) : vec2(0.0, 0.0);
gl_FragColor = vec4(j, 0.0, 1.0);
}
</script>
<script id="vec3FragShader" type="text/something-not-javascript">
void main() {
precision mediump float;
vec3 i = vec3(0.0, 2.0, 0.0), j = (i.y > 1.0) ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 0.0);
gl_FragColor = vec4(j, 1.0);
}
</script>
<script id="vec4FragShader" type="text/something-not-javascript">
void main() {
precision mediump float;
vec4 i = vec4(0.0, 0.0, 2.0, 0.0), j = (i.z > 1.0) ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0);
gl_FragColor = j;
}
</script>
<script id="boolFragShader" type="text/something-not-javascript">
void main() {
bool i = true, j = i ? true : false;
gl_FragColor = vec4(0.0, j, 0.0, 1.0);
}
</script>
<script id="bvec2FragShader" type="text/something-not-javascript">
void main() {
bvec2 i = bvec2(true, false), j = i.x ? bvec2(false, true) : bvec2(false, false);
gl_FragColor = vec4(j, 0.0, 1.0);
}
</script>
<script id="bvec3FragShader" type="text/something-not-javascript">
void main() {
bvec3 i = bvec3(false, true, false), j = i.y ? bvec3(false, true, false) : bvec3(false, false, false);
gl_FragColor = vec4(j, 1.0);
}
</script>
<script id="bvec4FragShader" type="text/something-not-javascript">
void main() {
bvec4 i = bvec4(false, false, true, true), j = i.z ? bvec4(false, true, false, true) : bvec4(false, false, false, true);
gl_FragColor = vec4(j);
}
</script>
<script>
"use strict";
description("This test verifies initializers with ternary operators correctly initialize all variables.");
// Test fragment shaders are of the form
// void main() {
// {type} i = {initializer}, j = {ternary test using i that succeeds} ? : {green} : {black};
// gl_FragColor = vec4(...); // Emit green so that test will pass
// }
// The fragment shader must compile and link with the default vertex shader. J must be able to use the values of I as well as have its own
// values properly initialized.
var tests = [
{ fShaderId: 'intFragShader', passMsg: 'Ternary operator in integer initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'ivec2FragShader', passMsg: 'Ternary operator in ivec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'ivec3FragShader', passMsg: 'Ternary operator in ivec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'ivec4FragShader', passMsg: 'Ternary operator in ivec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'floatFragShader', passMsg: 'Ternary operator in float initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'vec2FragShader', passMsg: 'Ternary operator in vec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'vec3FragShader', passMsg: 'Ternary operator in vec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'vec4FragShader', passMsg: 'Ternary operator in vec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'boolFragShader', passMsg: 'Ternary operator in bool initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'bvec2FragShader', passMsg: 'Ternary operator in bvec2 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'bvec3FragShader', passMsg: 'Ternary operator in bvec3 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
{ fShaderId: 'bvec4FragShader', passMsg: 'Ternary operator in bvec4 initalization', fShaderSuccess: true, linkSuccess: true, render: true },
];
GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>