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<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
      <title>WebGL short-circuit evaluation</title>
      <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
      <script src="../../../resources/js-test-pre.js"></script>
      <script src="../../resources/webgl-test-utils.js"></script>
    </head>
  <body>
    <div id="description"></div>
    <div id="console"></div>
    <canvas id="example" width="2" height="2"> </canvas>

    <!-------------------------------------
  WebGL Shaders
---------------------------------------->
    <!-- Pass through Shaders -->
    <script id="vshader0" type="x-shader/x-vertex">
      /* PASS-THROUGH VERTEX SHADER */
      attribute vec4 vPosition;

      void main()
      {
        gl_Position = vPosition;
      }
    </script>

    <script id="fshader0" type="x-shader/x-fragment">
      /* PASS-THROUGH FRAGMENT SHADER */
      precision mediump float;
      varying vec4 vPassThrough;

      void main()
      {
        gl_FragColor = vPassThrough;
      }
    </script>

    <!-- basic conditonal short circuit Shaders -->
    <script id="vshader1" type="x-shader/x-vertex">
      attribute vec4 vPosition;
      varying vec4 vPassThrough;

      void main()
      {
        int x = 1;
        $(variables)

        if ($(condition))
        { /*do nothing*/ }

        /* if x was unmodified return green, else return red */
        vPassThrough = (x == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
        gl_Position = vPosition;
      }
    </script>

    <script id="fshader1" type="x-shader/x-fragment">
      precision mediump float;

      void main()
      {
        int x = 1;
        $(variables)

        if ($(condition))
        { /*do nothing*/ }

        gl_FragColor = (x == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
      }
    </script>

    <!-- Main body of the Webgl program -->
    <script>
    "use strict";
      description();

      var wtu = WebGLTestUtils;
      var gl = wtu.create3DContext();

      wtu.setupUnitQuad(gl, [0, 1]);

      var shaderTemplates = [
      { vs: "vshader1", fs: "fshader0" }, // basic vertex short-circuit test
      { vs: "vshader0", fs: "fshader1" }, // basic fragment short-circuit test
      ];

      /* replace the names of the shaders in the tempate variables with
      * the shaders themselves */
      for (var ii = 0; ii < shaderTemplates.length; ++ii) {
        var template = shaderTemplates[ii];
        template.vs = wtu.getScript(template.vs);
        template.fs = wtu.getScript(template.fs);
      }

      /* define the conditon that will be used in the shaders. If additional
       * variables are needed that are not present i the shader they my be
       * defined in the variables variable */
      var tests = [
        { condition: "true || (x = 0) == 1", variables: "" }, /* test basic 'or' short circuit */
        { condition: "false && (x = 0) == 1", variables: "" }, /* test basic 'and' short circuit */
        { condition: "(j == 3 && j == k) || (j > (x = 0))", variables: "int j = 3;\nint k = 3;" }, /* test basic 'or' short circuit with actual condition */
        { condition: "(j == 3 && j == k) && (j > (x = 0))", variables: "int j = 3;\nint k = 4;" }, /* test basic 'and' short circuit with actual condition */
        { condition: "(j + 3 > k && ((j < 10) || (x + 5 > j + (x = 0))) || ( x = 0 ) == 7)", variables: "int j = 5;\nint k = 3;" }, /* complex test */
        { condition: "j + 1 == 6 ? x == 1 || j > (x = 0) : (x = 0) == 1 && (x = 0) <= 1", variables: "int j = 5;" }, /* nested with ternary operator */
        { condition: "true && (true || (x = 0) == 1)", variables: "" }, /* test unfold short circuit update order correctness */
      ];

      function testShortCircuit(test) {
        debug("");
        debug("testing short circuit condition: " + test.condition);

        /* Setting clear color to blue */
        gl.clearColor(0.0, 0.0, 1.0, 1.0);

        for (var ii = 0; ii < shaderTemplates.length; ++ii) {

          /* clear the screen so that subsequent tests don't conflict */
          gl.clear(gl.COLOR_BUFFER_BIT);
          var template = shaderTemplates[ii];

          var vs = wtu.replaceParams(template.vs, test);
          var fs = wtu.replaceParams(template.fs, test);

          var program = wtu.setupProgram(gl, [vs, fs], ['vPosition'], undefined, true);

          wtu.clearAndDrawUnitQuad(gl);
          wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);

          gl.deleteProgram(program);

          wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
        }
      }

      var testNdx = 0;
      function runNextTest() {
          testShortCircuit(tests[testNdx++]);
          if (testNdx >= tests.length) {
              finishTest();
          } else {
              setTimeout(runNextTest, 0);
          }
      }

      runNextTest();

      var successfullyParsed = true;

    </script>
  </body>
</html>
