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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-in-loop.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-in-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-in-loop.html new file mode 100644 index 000000000..73cdf651c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-discard-in-loop.html @@ -0,0 +1,161 @@ +<!-- +/* +** Copyright (c) 2014 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. +*/ +--> + + +<!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> |