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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 array as return value test</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>
<div id="description"></div>
<div id="console"></div>
<script id="fshaderReturnedArrayNotUsed" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
int g = 0;
int[2] plus() {
++g;
return int[2](g, g);
}
void main() {
// The function call should be evaluated even if the returned array is not used.
plus();
my_FragColor = vec4(0.0, ((g == 1) ? 1.0 : 0.0), 0.0, 1.0);
}
</script>
<script id="fshaderCompareReturnedArray" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
int g = 0;
int[2] createArray() {
++g;
return int[2](g, g);
}
void main() {
// Comparing a returned array should work.
if (createArray() == int[2](1, 1)) {
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
} else {
my_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}
</script>
<script id="fshaderReturnReturnedArray" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
int g = 0;
int[2] foo() {
++g;
return int[2](g, g);
}
int[2] bar(int addition) {
g += addition;
// Returning a returned array should work.
return foo();
}
void main() {
int a[2] = bar(1);
bool arrayCorrect = true;
for (int i = 0; i < 2; ++i) {
if (a[i] != 2) {
arrayCorrect = false;
}
}
my_FragColor = vec4(0.0, ((g == 2 && arrayCorrect) ? 1.0 : 0.0), 0.0, 1.0);
}
</script>
<script id="fshaderReturnedArrayAsParameter" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
int g = 0;
int[2] createArray() {
++g;
return int[2](g, g);
}
bool isSuccess(int[2] a) {
bool arrayCorrect = true;
for (int i = 0; i < 2; ++i) {
if (a[i] != 1) {
arrayCorrect = false;
}
}
return arrayCorrect;
}
void main() {
bool success = isSuccess(createArray());
my_FragColor = vec4(0.0, (success ? 1.0 : 0.0), 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Arrays as return values should work");
debug("");
debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation when the platform doesn't natively support arrays as return values.");
GLSLConformanceTester.runRenderTests([
{
fShaderId: 'fshaderReturnedArrayNotUsed',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where a returned array is not used'
},
{
fShaderId: 'fshaderCompareReturnedArray',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where a returned array is compared'
},
{
fShaderId: 'fshaderReturnReturnedArray',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where a returned array is returned again'
},
{
fShaderId: 'fshaderReturnedArrayAsParameter',
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Expression where a returned array is passed as a parameter'
}
], 2);
</script>
</body>
</html>