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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>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="../../../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="vertexShaderStructSequence" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_Position = uni.pos;
}
</script>
<script id="fragmentShaderStructSequence" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 color;
  vec4 pos;
};

uniform info uni;
void main()
{
    gl_FragColor = uni.color;
}
</script>
<script id="vertexShaderStructName" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_Position = uni.pos;
}
</script>
<script id="fragmentShaderStructNameFailure" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info1 {
  vec4 pos;
  vec4 color;
};

uniform info1 uni;
void main()
{
    gl_FragColor = uni.color;
}
</script>
<script id="fragmentShaderStructNameSuccess" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;

// Add a struct before info to make sure the struct info here is assigned
// a different internal unique ID from the struct info in vertex shader.
struct extra {
  vec4 p;
};

struct info {
  vec4 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    extra my;
    my.p = uni.color;
    gl_FragColor = my.p;
}
</script>
<script id="vertexShaderStructFieldName" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_Position = uni.pos;
}
</script>
<script id="fragmentShaderStructFieldName" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 pos1;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_FragColor = uni.color;
}
</script>
<script id="vertexShaderStructFieldType" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_Position = uni.pos;
}
</script>
<script id="fragmentShaderStructFieldType" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec3 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_FragColor = uni.color;
}
</script>
<script id="vertexShaderStructFieldPrecision" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
struct info {
  mediump vec4 pos;
  highp vec4 color;
};

uniform info uni;
void main()
{
    gl_Position = uni.pos;
}
</script>
<script id="fragmentShaderStructFieldPrecision" type="text/something-not-javascript">
// Structures must have the same name, sequence of type names, and
// type definitions, and field names to be considered the same type.
// GLSL 1.017 4.2.4
precision mediump float;
struct info {
  vec4 pos;
  vec4 color;
};

uniform info uni;
void main()
{
    gl_FragColor = uni.color;
}
</script>
<script id="vertexShaderUnnamedStruct" type="text/something-not-javascript">
// ANGLE regression on Windows, crbug.com/401296
uniform struct {
  float f;
  vec4 v;
} u_struct;

void main()
{
    gl_Position = u_struct.f * u_struct.v;
}
</script>
<script id="fragmentShaderSimple" type="text/something-not-javascript">
void main()
{
    gl_FragColor = vec4(1.0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;

var tests = [];
tests.push({
  vShaderSource: wtu.getScript("vertexShaderStructName"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderStructNameSuccess"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Structures with the same defination must be considered the same type.",
});
tests.push({
  vShaderSource: wtu.getScript("vertexShaderStructName"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderStructNameFailure"),
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "Structures must have the same name to be considered the same type.",
});
tests.push({
  vShaderSource: wtu.getScript("vertexShaderStructSequence"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderStructSequence"),
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "Structures must have the same sequence of type names to be considered the same type.",
});
tests.push({
  vShaderSource: wtu.getScript("vertexShaderStructFieldName"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderStructFieldName"),
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "Structures must have the same field names to be considered the same type.",
});
tests.push({
  vShaderSource: wtu.getScript("vertexShaderStructFieldType"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderStructFieldType"),
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "Structures must have the same type definitions to be considered the same type.",
});
tests.push({
  vShaderSource: wtu.getScript("vertexShaderStructFieldPrecision"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderStructFieldPrecision"),
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "Structures must have the same type definitions (including precision) to be considered the same type.",
});
tests.push({
  vShaderSource: wtu.getScript("vertexShaderUnnamedStruct"),
  vShaderSuccess: true,
  fShaderSource: wtu.getScript("fragmentShaderSimple"),
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: "Shaders with uniforms of unnamed struct type should compile and link successfully.",
});

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