<!--
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>Driver Bug - long experssions should not crash</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>
<canvas id="example" width="40" height="40"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
void main(){
  gl_Position = vec4(0, 0, 0, 1);
}
</script>
<script id="vshaderUniformTest" type="x-shader/x-vertex">
uniform vec4 u_uniform;
void main(){
  gl_Position =
      $(code)
      vec4(0, 0, 0, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
void main()
{
  gl_FragColor = vec4(0, 0, 0, 0);
}
</script>
<script id="fshaderUniformTest" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_uniform;
void main()
{
  gl_FragColor =
      $(code)
      vec4(0, 0, 0, 0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();

var vUniformTestSource = wtu.getScript("vshaderUniformTest");
var fUniformTestSource = wtu.getScript("fshaderUniformTest");

var tests = [
];
var counts = [
  { count:10,
    mustPass: true,
  },
  { count:100,
    mustPass: true,
  },
  { count: 1000,
    mustPass: false,
  },
  { count: 10000,
    mustPass: false,
  },
];
var operatorSets = [
  ["+", "-", "/", "*"],
  ["+"],
  ["-"],
];
counts.forEach(function(info) {
  operatorSets.forEach(function(operators) {
    var generateCode = function(numVars) {
      var codes = [];
      for (var uu = 0; uu < numVars; ++uu) {
        codes.push("u_uniform " + operators[uu % operators.length]);
      }
      return {
        code: codes.join("\n      "),
      };
    };

    var subs = generateCode(info.count);
    tests.push({
      vShaderId: "vshader",
      vShaderSuccess: true,
      fShaderSource: wtu.replaceParams(fUniformTestSource, subs),
      fShaderSuccess: true,
      linkSuccess: true,
      ignoreResults: !info.mustPass,
      passMsg: "shader with " + info.count + " [" + operators + "] operators in expression in multiple lines",
    });
    tests.push({
      vShaderSource: wtu.replaceParams(vUniformTestSource, subs),
      vShaderSuccess: true,
      fShaderId: "fshader",
      fShaderSuccess: true,
      linkSuccess: true,
      ignoreResults: !info.mustPass,
      passMsg: "shader with " + info.count + " [" + operators + "] operators in expression in multiple lines",
    });
    subs.code = subs.code.replace(/\n     /g, "")
    tests.push({
      vShaderId: "vshader",
      vShaderSuccess: true,
      fShaderSource: wtu.replaceParams(fUniformTestSource, subs),
      fShaderSuccess: true,
      linkSuccess: true,
      ignoreResults: !info.mustPass,
      passMsg: "shader with " + info.count + " [" + operators + "] operators in expression in one line",
    });
    tests.push({
      vShaderSource: wtu.replaceParams(vUniformTestSource, subs),
      vShaderSuccess: true,
      fShaderId: "fshader",
      fShaderSuccess: true,
      linkSuccess: true,
      ignoreResults: !info.mustPass,
      passMsg: "shader with " + info.count + " [" + operators + "] operators in expression in one line",
    });
  });
});
GLSLConformanceTester.runTests(tests);
</script>
</body>
</html>

