[Public WebGL] Conformance test for GLSL: Side-effects in the ternary if operator (used in combination with the comma (sequence) operator)

Rehno Lindeque [email protected]
Fri Feb 10 17:44:09 PST 2012


Thank you Gregg and great work on Chrome. Cheers

On Fri, Feb 10, 2012 at 5:29 PM, Gregg Tavares (勤) <[email protected]> wrote:

> Thanks for this and please keep them coming.
>
> I added these 2 tests to the WebGL conformance tests.
>
>
> https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-assignment.html
>
>
> https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/conformance/glsl/misc/shader-with-comma-conditional-assignment.html
>
> I hope those sufficiently test the issue.  I verified they do fail on
> ANGLE for 2 of 9 tests
>
> You can run newer conformance tests here
>
>
> https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/webgl-conformance-tests.html?minVersion=1.0.2
>
> As soon as 1.0.1 is ratified we'll start pushing on 1.0.2 (though
> hopefully we'll find time to fix these bugs asap)
>
>
> -gregg
>
>
> On Fri, Feb 10, 2012 at 11:24 AM, Rehno Lindeque <[email protected]
> > wrote:
>
>> Hi all,
>>
>> Following a lively discussion at the San Francisco WebGL meetup last
>> night, someone suggested that we should submit bugs in GLSL so they could
>> be added to the WebGL conformance tests. I agree that getting consistent
>> glsl support across all devices/drivers would be pretty helpful.
>>
>> This is a bug that I've found in ANGLE on windows machines running Google
>> Chrome 16.0.912.77 m.
>>
>> float a = ...
>> float b = ...
>> float r0 = ...
>> float r1 = ...
>> float r = ...
>> float ab = a > b? (r = r0, a) : (r = r1, b);
>> return r;
>>
>> On my usual (linux) machine this runs only one of the two side-effects (r
>> = r0) or (r = r1) as you'd expect, but on ANGLE I believe it probably runs
>> both.
>>
>> I didn't submit this before because I haven't had time to write up a
>> decent test, however if someone would be willing to add it I'd be grateful.
>> I guess I could probably be convinced to generate a shader that fails at
>> this if you really need it.
>>
>> Thank you,
>> Rehno
>>
>>
>
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