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<!--
/*
** 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>Driver Bug - complex glsl should not crash</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>
<script src="../../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="example" width="2" height="2"> </canvas>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
</script>
<script id="fshader" type="x-shader/x-vertex">
precision mediump float;
varying vec4 v_varying;
void main()
{
gl_FragColor = v_varying;
}
</script>
<script id="vshaderArrayTest" type="x-shader/x-vertex">
attribute vec4 a_position;
varying vec4 v_varying;
uniform $(type) u_uniform[$(numTestType)];
void main()
{
v_varying = $(code);
gl_Position = a_position;
}
</script>
<script id="fshaderArrayTest" type="x-shader/x-fragment">
precision mediump float;
uniform $(type) u_uniform[$(numTestType)];
void main()
{
gl_FragColor = $(code);
}
</script>
<script id="vshaderUniformTest" type="x-shader/x-fragment">
attribute vec4 a_position;
varying vec4 v_varying;
$(uniforms)
void main()
{
v_varying = $(code);
gl_Position = a_position;
}
</script>
<script id="fshaderUniformTest" type="x-shader/x-fragment">
precision mediump float;
$(uniforms)
void main()
{
gl_FragColor = $(code);
}
</script>
<script>
"use strict";
description();
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var uniformTypes = [
{ type: "bool", componentsPerRow: 1, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0, 0)", },
{ type: "float", componentsPerRow: 1, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0, 0)", },
{ type: "int", componentsPerRow: 1, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0, 0)", },
{ type: "vec2", componentsPerRow: 2, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0)", },
{ type: "ivec2", componentsPerRow: 2, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0)", },
{ type: "bvec2", componentsPerRow: 2, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0)", },
{ type: "vec3", componentsPerRow: 3, rows: 1, code: "vec4(u_uniform$(id)$(index), 0)", },
{ type: "ivec3", componentsPerRow: 3, rows: 1, code: "vec4(u_uniform$(id)$(index), 0)", },
{ type: "bvec3", componentsPerRow: 3, rows: 1, code: "vec4(u_uniform$(id)$(index), 0)", },
{ type: "vec4", componentsPerRow: 4, rows: 1, code: "vec4(u_uniform$(id)$(index))", },
{ type: "ivec4", componentsPerRow: 4, rows: 1, code: "vec4(u_uniform$(id)$(index))", },
{ type: "bvec4", componentsPerRow: 4, rows: 1, code: "vec4(u_uniform$(id)$(index))", },
// Yes, the spec says mat2 takes 4 columns, 2 rows.
{ type: "mat2", componentsPerRow: 4, rows: 2, code: "vec4(u_uniform$(id)$(index)[0], 0, 0)", },
{ type: "mat3", componentsPerRow: 3, rows: 3, code: "vec4(u_uniform$(id)$(index)[0], 0)", },
{ type: "mat4", componentsPerRow: 4, rows: 4, code: "vec4(u_uniform$(id)$(index)[0])", },
// Samplers generally have more restictive limits.
// { type: "sampler2D", componentsPerRow: 1, rows: 1, code: "vec4(texture2D(u_uniform[$(index)], vec2(0, 0)))", },
// { type: "samplerCube", componentsPerRow: 1, rows: 1, code: "vec4(textureCube(u_uniform[$(index)], vec3(0, 0, 0)))", },
];
var vBaseSource = wtu.getScript("vshader");
var fBaseSource = wtu.getScript("fshader");
var vArrayTestSource = wtu.getScript("vshaderArrayTest");
var fArrayTestSource = wtu.getScript("fshaderArrayTest");
var vUniformTestSource = wtu.getScript("vshaderUniformTest");
var fUniformTestSource = wtu.getScript("fshaderUniformTest");
var tests = [];
var shaderTypes = [
{ type: "vertex",
// For tests that expect failure which shader might fail.
vertExpectation: false,
fragExpectation: true,
vertArrayTest: vArrayTestSource,
fragArrayTest: fBaseSource,
vertUniformTest: vUniformTestSource,
fragUniformTest: fBaseSource,
maxVectors: gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS),
minVectors: 128, // GLSL ES 1.0.17 Appendix A.7,
},
{ type: "fragment",
// For tests that expect failure which shader might fail.
vertExpectation: true,
fragExpectation: false,
vertArrayTest: vBaseSource,
fragArrayTest: fArrayTestSource,
vertUniformTest: vBaseSource,
fragUniformTest: fUniformTestSource,
maxVectors: gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS),
minVectors: 16, // GLSL ES 1.0.17 Appendix A.7,
},
];
for (var ss = 0; ss < shaderTypes.length; ++ss) {
var shaderType = shaderTypes[ss];
debug("max " + shaderType.type + ": " + shaderType.maxVectors);
for (var ii = 0; ii < uniformTypes.length; ++ii) {
var info = uniformTypes[ii];
wtu.log("checking: " + info.type);
// Compute the maximum amount of this type allowed in a single array.
var numVars = Math.floor(shaderType.maxVectors / info.rows);
// Compute the minimum required to work in a single array.
var minVars = Math.floor(shaderType.minVectors / info.rows);
// Compute the maximum allowed as single elements
var numPerRow = Math.floor(4 / info.componentsPerRow);
var numMax = Math.floor(shaderType.maxVectors * numPerRow / info.rows);
// Test array[max] of the type
// Note: We can't test for success or failer as actual GL drivers are only required to be able to
// do the minimum number. After that it can fail for any reason.
var code = wtu.replaceParams(info.code, {id: "", index: "[" + (numVars - 1) + "]"});
tests.push({
vShaderSource: wtu.replaceParams(shaderType.vertArrayTest, {numTestType: numVars, code: code}, info),
vShaderSuccess: true,
fShaderSource: wtu.replaceParams(shaderType.fragArrayTest, {numTestType: numVars, code: code}, info),
fShaderSuccess: true,
linkSuccess: true,
ignoreResults: true,
passMsg: shaderType.type + " shader with uniform array of " + info.type + " with " + numVars + " elements (the maximum)",
});
var generateCode = function(numVars) {
var uniforms = [];
var codes = [];
for (var uu = 0; uu < numVars; ++uu) {
uniforms.push(" uniform " + info.type + " u_uniform" + uu + ";");
codes.push(wtu.replaceParams(info.code, {id: uu, index: ""}));
}
return {
uniforms: uniforms.join("\n"),
code: codes.join(" + \n "),
};
};
// Test max uniforms of type.
tests.push({
vShaderSource: wtu.replaceParams(shaderType.vertUniformTest, generateCode(numMax), info),
vShaderSuccess: shaderType.vertExpectation,
fShaderSource: wtu.replaceParams(shaderType.fragUniformTest, generateCode(numMax), info),
fShaderSuccess: shaderType.fragExpectation,
linkSuccess: true,
ignoreResults: true,
passMsg: shaderType.type + " shader with " + (numMax) + " uniforms of " + info.type,
});
}
}
GLSLConformanceTester.runTests(tests);
var successfullyParsed = true;
</script>
</body>
</html>
|