testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html
author James Graham <james@hoppipolla.co.uk>
Mon, 18 Jan 2016 12:54:03 +0000
changeset 281258 7d68d3d864e5a2f63c508bfab2b2ffcbcecb42b6
permissions -rw-r--r--
Bug 1241948 - Update web-platform-tests to revision 967dfa72eaa149af854c6c38cb64e28b4961a480, a=testonly

<!--

/*
** Copyright (c) 2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->

<!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=/resources/testharness.js></script>
<script src=/resources/testharnessreport.js></script>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"></script>
<script src="../../resources/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>

<script id="vsVec4Mat2Add" type="text/something-not-javascript">
void main()
{
    mat2 m1 = mat2(1.0, 2.0, 3.0, 4.0);
    mat2 m2 = mat2(0);
    vec4 v = vec4(m1 + m2);
    gl_Position = v;
}
</script>
<script id="fsVec4Mat3Add" type="text/something-not-javascript">
precision mediump float;
void main()
{
    mat3 m1 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
    mat3 m2 = mat3(0);
    vec4 v = vec4(m1 + m2);
    gl_FragColor = v;
}
</script>

<script id="vsMat2Vec4Sub" type="text/something-not-javascript">
void main()
{
    vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0);
    vec4 v2 = vec4(0);
    mat2 m = mat2(v1 - v2);
    gl_Position = vec4(1.0, m);
}
</script>
<script id="fsMat3Vec4AddSub" type="text/something-not-javascript">
precision mediump float;
void main()
{
    vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0);
    vec4 v2 = vec4(0);
    mat3 m = mat3(v1 + v2, 5.0, v1 - v2);
    gl_FragColor = vec4(m);
}
</script>

<script id="vsVec4Mat2Func" type="text/something-not-javascript">
mat2 f(mat2 a)
{
    return a;
}
void main()
{
    mat2 m = mat2(1.0, 2.0, 3.0, 4.0);
    vec4 v = vec4(f(m));
    gl_Position = vec4(1.0, v);
}
</script>
<script id="fsVec4Mat3Func" type="text/something-not-javascript">
precision mediump float;
mat3 f(mat3 a)
{
    return a;
}
void main()
{
    mat3 m = mat3(0);
    vec4 v = vec4(f(m));
    gl_FragColor = v;
}
</script>

<script id="vsMat2Vec4Func" type="text/something-not-javascript">
vec4 f(vec4 a)
{
    return a;
}
void main()
{
    vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
    mat2 m = mat2(f(v));
    gl_Position = vec4(1.0, m);
}
</script>
<script id="fsMat3Vec4Func" type="text/something-not-javascript">
precision mediump float;
vec4 f(vec4 a)
{
    return a;
}
void main()
{
    vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0);
    vec4 v2 = vec4(0);
    mat3 m = mat3(f(v1), 5.0, f(v2));
    gl_FragColor = vec4(m);
}
</script>

<script id="vsMat4VecMultiple" type="text/something-not-javascript">
vec4 f(vec4 a)
{
    return a;
}
void main()
{
    vec2 v2 = vec2(1.0, 2.0);
    vec3 v3 = vec3(1.0, 2.0, 3.0);
    vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0);
    mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4));
    gl_Position = vec4(1.0, m);
}
</script>
<script id="fsMat4VecMultiple" type="text/something-not-javascript">
precision mediump float;
vec4 f(vec4 a)
{
    return a;
}
void main()
{
    vec2 v2 = vec2(1.0, 2.0);
    vec3 v3 = vec3(1.0, 2.0, 3.0);
    vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0);
    mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4));
    gl_FragColor = vec4(m);
}
</script>

<script>
"use strict";
var wtu = WebGLTestUtils;
var tests = [];

tests.push({
  vShaderSource: wtu.getScript("vsVec4Mat2Add"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fsVec4Mat3Add"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "vec(mat +/- mat) works ok",
});
tests.push({
  vShaderSource: wtu.getScript("vsMat2Vec4Sub"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fsMat3Vec4AddSub"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "mat(vec +/- vec) works ok",
});
tests.push({
  vShaderSource: wtu.getScript("vsVec4Mat2Func"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fsVec4Mat3Func"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "vec(func(mat)) works ok",
});
tests.push({
  vShaderSource: wtu.getScript("vsMat2Vec4Func"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fsMat3Vec4Func"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "mat(func(vec)) works ok",
});
tests.push({
  vShaderSource: wtu.getScript("vsMat4VecMultiple"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fsMat4VecMultiple"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "mat4(float, vec2, float, vec3+vec3, float, vec4, f(vec4)) works ok",
});

GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>