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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.
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<!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>

