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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL array constructor assignment 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>
</head>
<body>
<canvas id="canvas" width="64" height="64"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshaderNonConstantConstructorParameter" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform int u;

out vec4 my_FragColor;

void main() {
    // Test assigning a constructor result as opposed to initializing with a
    // constructor result.
    int a[3];
    a = int[3](0, 1, u);
    bool fail = false;
    for (int i = 0; i < 2; ++i) {
        if (a[i] != i) {
            fail = true;
        }
    }
    if (a[2] != u) {
        fail = true;
    }
    my_FragColor = vec4(0.0, (fail ? 0.0 : 1.0), 0.0, 1.0);
}
</script>
<script id="fshaderArrayOfStructs" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

struct S {
    int foo;
};

void main() {
    // Test assigning a constructor result as opposed to initializing with a
    // constructor result.
    S a[3];
    a = S[3](S(0), S(1), S(2));
    bool fail = false;
    for (int i = 0; i < 3; ++i) {
        if (a[i].foo != i) {
            fail = true;
        }
    }
    my_FragColor = vec4(0.0, (fail ? 0.0 : 1.0), 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Assigning return values of array constructors should work.");
debug("");
var wtu = WebGLTestUtils;
function test() {
  var gl = wtu.create3DContext("canvas", undefined, 2);
  if (!gl) {
    testFailed("WebGL 2 context does not exist");
    return;
  }
  wtu.setupUnitQuad(gl);

  // This test only covers cases which are not covered by the dEQP tests.

  debug("Testing with a non-constant integer");
  var program = wtu.setupProgram(gl, ["vshader", "fshaderNonConstantConstructorParameter"], ["aPosition"], undefined, true);
  var uniformLoc = gl.getUniformLocation(program, 'u');
  gl.uniform1i(uniformLoc, 5);
  wtu.clearAndDrawUnitQuad(gl);
  wtu.checkCanvas(gl, [0, 255, 0, 255]);

  debug("");
  debug("Testing with an array of structs");
  wtu.setupProgram(gl, ["vshader", "fshaderArrayOfStructs"], ["aPosition"], undefined, true);
  wtu.drawUnitQuad(gl);
  wtu.checkCanvas(gl, [0, 255, 0, 255]);
};

test();
var successfullyParsed = true;
finishTest();
</script>
</body>
</html>

