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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Conditional discard in loop issue</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="output" style="border: none;" width="256" height="256"></canvas>
<div id="description"></div>
<div id="console"></div>

<script id="shader-vs" type="x-shader/x-vertex">
// Inputs
attribute vec4 a_position;
attribute vec2 a_tex_coords;

// Output
varying vec2   v_tex_coords;

void main(void) {
    v_tex_coords = a_tex_coords;
    gl_Position  = a_position;
}
</script>

<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;

// Constants
const float TEXEL_COUNT_V = 256.0;
const float TEXEL_HEIGHT  = 1.0 / TEXEL_COUNT_V;
const float SEP_IX        = TEXEL_COUNT_V / 2.0;

const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);
const vec4 BLUE  = vec4(0.0, 0.0, 1.0, 1.0);

// Input
varying vec2 v_tex_coords;

uniform sampler2D u_data;

// Without this function or directly returning the data, the issue does not occur
mediump vec4 UnpackData(in vec4 inData) {
     float s = inData.x;
     // Note s is always 0
     // mod(0, 1) = 0
     // So return value = (0, 0, -1, 0)
    return vec4(0.0, 0.0, mod(s, 1.0) - 1.0, 0.0);

    // Comment out the line above and uncomment the line below and the test succeeds on angle-dx11
    // return vec4(0.0, 0.0, -1.0, 0.0);
}

void main(void) {
     // Set initial color
    gl_FragColor = BLUE;

    if (gl_FragCoord.y <= SEP_IX) {
        mediump vec2 addr = vec2(v_tex_coords.x, TEXEL_HEIGHT);

        for (float e_ix = 0.0; e_ix < TEXEL_COUNT_V; ++e_ix) {
            vec4 entry = texture2D(u_data, addr);
            mediump vec4 unpack = UnpackData(entry);

            // Buffer is filled with 0, unpack is always (0, 0, -1, 0)
            // So discard is always triggered
            if (unpack.z == -1.0) {
                discard;
            }

            addr.y += unpack.z * TEXEL_HEIGHT;
        }
        // If discard is not triggered the output color is blue
    }
    else {
        gl_FragColor = GREEN;
    }
}
</script>


<script>
"use strict";

description();
debug("");
debug("If the code is executed correctly, the upper half of the viewport will be green, the lower half will be red.");
debug("This is a conformance suite test for the issue reported here : https://code.google.com/p/angleproject/issues/detail?id=706");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("output");
var gl = wtu.create3DContext(canvas);
if (!gl) {
  testFailed("context does not exist");
} else {

  // Create texture filled with zero's
  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, 	 gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, 	 gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  wtu.fillTexture(gl, tex, 256, 256, [0, 0, 0, 0]);

  // Clear complete viewport to red
  gl.clearColor(1.0, 0.0, 0.0, 1.0);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  var attribBuffers = wtu.setupUnitQuad(gl, 0, 1);
  var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["a_position", "a_tex_coords"], [0, 1], true);

  // Bind texture
  var uniformMap = wtu.getUniformMap(gl, program);
  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.uniform1i(uniformMap.u_data.location, 0);

  // Draw
  wtu.drawUnitQuad(gl);

  // Verify output
  wtu.checkCanvasRect(gl, 0,   0, 256, 128, [ 255,   0,   0, 255 ], "should be red",    1);
  wtu.checkCanvasRect(gl, 0, 128, 256, 128, [   0, 255,   0, 255 ], "should be green",  1);
}

var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>
