diff options
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/large-loop-compile.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/large-loop-compile.html | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/large-loop-compile.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/large-loop-compile.html new file mode 100644 index 000000000..f264b08a4 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/large-loop-compile.html @@ -0,0 +1,193 @@ +<!-- + +/* +** Copyright (c) 2012 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>WebGL GLSL Conformance Tests</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="vertexShader" type="text/something-not-javascript"> +attribute vec2 position; + +void main(){ + gl_Position = vec4(position, 0.0, 1.0); +} +</script> +<script id="fragmentShader" type="text/something-not-javascript"> +precision mediump float; +uniform sampler2D source; + +mat3 front = mat3( + 1.0, 0.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 0.0, 1.0 +); + +mat3 back = mat3( + -1.0, 0.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 0.0, -1.0 +); + +mat3 left = mat3( + 0.0, 0.0, -1.0, + 0.0, 1.0, 0.0, + 1.0, 0.0, 0.0 +); + +mat3 right = mat3( + 0.0, 0.0, 1.0, + 0.0, 1.0, 0.0, + -1.0, 0.0, 0.0 +); + +mat3 up = mat3( + 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, + 0.0, -1.0, 0.0 +); + +mat3 down = mat3( + 1.0, 0.0, 0.0, + 0.0, 0.0, -1.0, + 0.0, 1.0, 0.0 +); + +float coefficient(vec3 normal){ + int index = int(gl_FragCoord.x); + float x = normal.x; + float y = normal.y; + float z = normal.z; + + if(index==0){ + return 1.0; + } + else if(index==1){ + return y; + } + else if(index==2){ + return z; + } + else if(index==3){ + return x; + } + else if(index==4){ + return x*y; + } + else if(index==5){ + return y*z; + } + else if(index==6){ + return 3.0*z*z - 1.0; + } + else if(index==7){ + return x*z; + } + else{ + return x*x - y*y; + } +} + +vec3 sample(float cidx, mat3 side){ + vec3 result = vec3(0.0); + float divider = 0.0; + + for(int i=0; i<256; i++){ + float x = mod(float(i), 16.0); + float y = float(i/16); + vec2 texcoord = (vec2(x+cidx*16.0, y+floor(gl_FragCoord.y)*16.0)+0.5)/6.0; + vec2 sidecoord = ((vec2(x,y)+vec2(0.5, 0.5))/vec2(16.0))*2.0-1.0; + vec3 normal = normalize(vec3(sidecoord, -1.0)); + vec3 texel = texture2D(source, texcoord).rgb; + result += coefficient(side*normal) * texel * -normal.z; + divider += -normal.z; + } + return result/divider; +} + +void main(){ + vec3 result = ( + //sample(0.0, front) + + //sample(1.0, back) + + sample(2.0, left) + + sample(3.0, right) + + sample(4.0, up) + + sample(5.0, down) + )/6.0; + gl_FragColor = vec4(result, 1.0); +} +</script> +<script> +"use strict"; +var receivedContextLost = false; +description("Ensures that compilation of a large loop completes in a reasonable period of time and does not cause the WebGL context to be lost"); +var wtu = WebGLTestUtils; +var canvas = document.createElement('canvas'); +canvas.width = 32; +canvas.height = 32; +canvas.addEventListener("webglcontextlost", function(e) { + testFailed("context was lost during shader compilation or linking"); + receivedContextLost = true; +}); +var gl = wtu.create3DContext(canvas); +if (!gl) { + testFailed("context does not exist"); + finishTest(); +} else { + var startTime = Date.now(); + wtu.setupProgram(gl, ["vertexShader", "fragmentShader"], undefined, undefined, true); + gl.clearColor(0.0, 1.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); + var endTime = Date.now(); + + // Delay for some period to increase chances that context lost event will be delivered. + setTimeout(function() { + if (!receivedContextLost) { + testPassed("Large loop compiled and linked without terminating the WebGL context"); + if (endTime - startTime < 5000) { + testPassed("Shader compilation completed in a reasonable amount of time"); + } else { + testFailed("Shader compilation took an unreasonably long time"); + } + } + finishTest(); + }, 500); +} +var successfullyParsed = true; +</script> +</body> +</html> + |