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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-optimization.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-optimization.html | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-optimization.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-optimization.html new file mode 100644 index 000000000..81d67372f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-optimization.html @@ -0,0 +1,138 @@ +<!-- + +/* +** Copyright (c) 2013 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +--> + +<!-- author: Bill Baxter (wbaxter at google.com) --> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>ANGLE WebGL Shader Conditionals Repro</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="repro" 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"> +attribute vec2 pos; +varying mediump float varA; +void main(void) { + varA = 0.; + gl_Position = vec4(pos, 0.0, 1.0); +} +</script> + +<script id="shader-fs" type="x-shader/x-fragment"> +precision mediump float; +varying float varA; +void main(void) { + if (varA < -1. || (varA < -1. && varA > 1.)) { + discard; + } + gl_FragColor = vec4(0, 1, 0, 1) + 2. * varA * 2.; +} +</script> + +<script id="shader-fs-mutable" type="x-shader/x-fragment"> +precision mediump float; +varying float varA; +void main(void) { + float b = varA; + if (varA < (b -= 1.) || (varA < b && varA > (b += 2.))) { + discard; + } + gl_FragColor = vec4(0, 1, 0, 1) + 2. * varA * 2.; +} +</script> +<script id="shader-fs-unfolded" type="x-shader/x-fragment"> +precision mediump float; +varying float varA; +void main(void) { + bool s1 = varA < -1.; + if (!s1) { + bool s2 = varA < -1.; + if (s2) { + s2 = varA > 1.; + } + s1 = s2; + } + if (s1) { + discard; + } + gl_FragColor = vec4(0, 1, 0, 1) + 2. * varA * 2.; +} +</script> +<script> +"use strict"; + +description(); +debug(""); +debug("If things are working correctly, then there will be a green square."); +debug("Otherwise it will be a black void."); +debug("This is a repro for an issue seen on the D3D9 ANGLE implementation of WebGL on Chrome in a shader with a conditional discard, where the conditional is of the form (a || (b && c))."); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("repro"); +var gl = wtu.create3DContext(canvas); +if (!gl) { + testFailed("context does not exist"); +} else { + gl.clearColor(0.0, 0.0, 0.0, 1.0); + wtu.setupUnitQuad(gl); + + debug(""); + debug("Testing shader with conditional discard"); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["pos"], undefined, true); + wtu.drawUnitQuad(gl); + wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1); + + debug(""); + debug("Testing conditional discard with side-effects in conditions"); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + var programMutable = wtu.setupProgram(gl, ["shader-vs", "shader-fs-mutable"], ["pos"], undefined, true); + wtu.drawUnitQuad(gl); + wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1); + + debug(""); + debug("Testing conditional discard with unfolded condition logic"); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + var programMutable = wtu.setupProgram(gl, ["shader-vs", "shader-fs-unfolded"], ["pos"], undefined, true); + wtu.drawUnitQuad(gl); + wtu.checkCanvasRect(gl, 128, 128, 128, 128, [ 0, 255, 0, 255 ], "should be green", 1); +} + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> |