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<!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/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="vertexShaderLiteralLoopCondition" type="text/something-not-javascript">
        attribute vec4 a_position;
        void main()
        {
            for (int i = 0; i < 5 + 5; i++) { }
            gl_Position = a_position;
        }
    </script>
    <script id="fragmentShaderLiteralLoopCondition" type="text/something-not-javascript">
        void main()
        {
            for (int i = 0; i < 5 + 5; i++) { }
            gl_FragColor = vec4(1.0);
        }
    </script>
    <script id="vertexShaderConstVarLoopCondition" type="text/something-not-javascript">
        attribute vec4 a_position;
        void main()
        {
            // Explicitly constant variables can be part of a constant expression
            const int constVar = 5;
            for (int i = 0; i < 5 + constVar; i++) { }
            gl_Position = a_position;
        }
    </script>
    <script id="fragmentShaderConstVarLoopCondition" type="text/something-not-javascript">
        void main()
        {
            // Explicitly constant variables can be part of a constant expression
            const int constVar = 5;
            for (int i = 0; i < constVar + 5; i++) { }
            gl_FragColor = vec4(1.0);
        }
    </script>
    <script id="vertexShaderNonConstVarLoopCondition" type="text/something-not-javascript">
        attribute vec4 a_position;
        void main()
        {
            // Despite assigning a constant and not modifying it, nonConstVar is not semantically a constant expression
            int nonConstVar = 10;
            for (int i = 0; i < nonConstVar; i++) { }
            gl_Position = a_position;
        }
    </script>
    <script id="fragmentShaderNonConstVarLoopCondition" type="text/something-not-javascript">
        void main()
        {
            // Despite assigning a constant and not modifying it, nonConstVar is not semantically a constant expression
            int nonConstVar = 10;
            for (int i = 0; i < nonConstVar; i++) { }
            gl_FragColor = vec4(1.0);
        }
    </script>
    <script>
        "use strict";
        var wtu = WebGLTestUtils;

        var tests = [];
        tests.push({
            vShaderSource: wtu.getScript("vertexShaderLiteralLoopCondition"),
            vShaderSuccess: true,
            fShaderSource: wtu.getScript("fragmentShaderLiteralLoopCondition"),
            fShaderSuccess: true,
            linkSuccess: true,
            passMsg: "Shaders with literals in the loop condition should compile and link.",
        });
        tests.push({
            vShaderSource: wtu.getScript("vertexShaderConstVarLoopCondition"),
            vShaderSuccess: true,
            fShaderSource: wtu.getScript("fragmentShaderConstVarLoopCondition"),
            fShaderSuccess: true,
            linkSuccess: true,
            passMsg: "Shaders with constant variables in the loop condition should compile and link.",
        });
        tests.push({
            vShaderSource: wtu.getScript("vertexShaderConstVarLoopCondition"),
            vShaderSuccess: true,
            fShaderSource: wtu.getScript("fragmentShaderConstVarLoopCondition"),
            fShaderSuccess: true,
            linkSuccess: true,
            passMsg: "Shaders with constant variables in the loop condition should compile and link.",
        });
        tests.push({
            vShaderSource: wtu.getScript("vertexShaderNonConstVarLoopCondition"),
            vShaderSuccess: false,
            fShaderSource: wtu.getScript("fragmentShaderLiteralLoopCondition"),
            fShaderSuccess: true,
            linkSuccess: false,
            passMsg: "Vertex shader with non-const variable in the loop condition should fail.",
        });
        tests.push({
            vShaderSource: wtu.getScript("vertexShaderLiteralLoopCondition"),
            vShaderSuccess: true,
            fShaderSource: wtu.getScript("fragmentShaderNonConstVarLoopCondition"),
            fShaderSuccess: false,
            linkSuccess: false,
            passMsg: "Fragment shader with non-const variable in the loop condition should fail.",
        });

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