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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/bool-type-cast-bug-int-float.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/bool-type-cast-bug-int-float.html | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/bool-type-cast-bug-int-float.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/bool-type-cast-bug-int-float.html new file mode 100644 index 0000000000..984c4e0289 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/bool-type-cast-bug-int-float.html @@ -0,0 +1,312 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>Verify int(bool) and float(bool) work correctly (Mac AMD driver bug)</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="canvas" width="2" height="2"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader-int1" type="x-shader/x-vertex"> +attribute vec3 aPosition; +varying mediump float fvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + int ivalue = int(bvalue); + if (ivalue == 0) { + fvalue = 0.0; + } else if (ivalue == 1) { + fvalue = 1.0; + } else { + fvalue = -1.0; + } +} +</script> +<script id="fshader-int1" type="x-shader/x-fragment"> +varying mediump float fvalue; + +void main() { + if (fvalue == 1.0) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == 0.0) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-int2" type="x-shader/x-vertex"> +attribute vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader-int2" type="x-shader/x-fragment"> +uniform bool bvalue; + +void main() { + int ivalue = int(bvalue); + + if (ivalue == 1) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == 0) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-float1" type="x-shader/x-vertex"> +attribute vec3 aPosition; +varying mediump float fvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + fvalue = float(bvalue); +} +</script> +<script id="fshader-float1" type="x-shader/x-fragment"> +varying mediump float fvalue; + +void main() { + if (fvalue == 1.0) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == 0.0) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-float2" type="x-shader/x-vertex"> +attribute vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader-float2" type="x-shader/x-fragment"> +uniform bool bvalue; + +void main() { + mediump float fvalue = float(bvalue); + + if (fvalue == 1.0) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == 0.0) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-vec2-1" type="x-shader/x-vertex"> +attribute vec3 aPosition; +varying mediump vec2 fvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + fvalue = vec2(bvalue); +} +</script> +<script id="fshader-vec2-1" type="x-shader/x-fragment"> +varying mediump vec2 fvalue; + +void main() { + if (fvalue == vec2(1.0, 1.0)) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == vec2(0.0, 0.0)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-vec2-2" type="x-shader/x-vertex"> +attribute vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader-vec2-2" type="x-shader/x-fragment"> +precision mediump float; +uniform bool bvalue; + +void main() { + vec2 fvalue = vec2(bvalue); + + if (fvalue == vec2(1.0, 1.0)) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == vec2(0.0, 0.0)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-vec3-1" type="x-shader/x-vertex"> +attribute vec3 aPosition; +varying mediump vec3 fvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + fvalue = vec3(bvalue); +} +</script> +<script id="fshader-vec3-1" type="x-shader/x-fragment"> +varying mediump vec3 fvalue; + +void main() { + if (fvalue == vec3(1.0, 1.0, 1.0)) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == vec3(0.0, 0.0, 0.0)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-vec3-2" type="x-shader/x-vertex"> +attribute vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader-vec3-2" type="x-shader/x-fragment"> +precision mediump float; +uniform bool bvalue; + +void main() { + vec3 fvalue = vec3(bvalue); + + if (fvalue == vec3(1.0, 1.0, 1.0)) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == vec3(0.0, 0.0, 0.0)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-vec4-1" type="x-shader/x-vertex"> +attribute vec3 aPosition; +varying mediump vec4 fvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + fvalue = vec4(bvalue); +} +</script> +<script id="fshader-vec4-1" type="x-shader/x-fragment"> +varying mediump vec4 fvalue; + +void main() { + if (fvalue == vec4(1.0, 1.0, 1.0, 1.0)) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == vec4(0.0, 0.0, 0.0, 0.0)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-vec4-2" type="x-shader/x-vertex"> +attribute vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader-vec4-2" type="x-shader/x-fragment"> +precision mediump float; +uniform bool bvalue; + +void main() { + vec4 fvalue = vec4(bvalue); + + if (fvalue == vec4(1.0, 1.0, 1.0, 1.0)) + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (fvalue == vec4(0.0, 0.0, 0.0, 0.0)) + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + + <script type="application/javascript"> +"use strict"; +description("Verify int(bool) and float(bool) work correctly"); +debug(""); +var wtu = WebGLTestUtils; +function test() { + var gl = wtu.create3DContext("canvas"); + if (!gl) { + testFailed("context does not exist"); + return; + } + wtu.setupUnitQuad(gl); + + var testCases = [ + { vshader: "vshader-int1", fshader: "fshader-int1", desc: "vertex shader int" }, + { vshader: "vshader-int2", fshader: "fshader-int2", desc: "fragment shader int" }, + { vshader: "vshader-float1", fshader: "fshader-float1", desc: "vertex shader float" }, + { vshader: "vshader-float2", fshader: "fshader-float2", desc: "fragment shader float" }, + { vshader: "vshader-vec2-1", fshader: "fshader-vec2-1", desc: "vertex shader vec2" }, + { vshader: "vshader-vec2-2", fshader: "fshader-vec2-2", desc: "fragment shader vec2" }, + { vshader: "vshader-vec3-1", fshader: "fshader-vec3-1", desc: "vertex shader vec3" }, + { vshader: "vshader-vec3-2", fshader: "fshader-vec3-2", desc: "fragment shader vec3" }, + { vshader: "vshader-vec4-1", fshader: "fshader-vec4-1", desc: "vertex shader vec4" }, + { vshader: "vshader-vec4-2", fshader: "fshader-vec4-2", desc: "fragment shader vec4" }, + ]; + + for (var idx = 0; idx < testCases.length; ++idx) { + var test = testCases[idx]; + + debug(""); + var program = wtu.setupProgram(gl, [test.vshader, test.fshader], ["aPosition"]); + if (!program) { + testFailed("Fail to set up program"); + } else { + var uniformLoc = gl.getUniformLocation(program, 'bvalue'); + debug("Testing " + test.desc + " with false"); + gl.uniform1i(uniformLoc, 0); + wtu.drawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255]); + debug("Testing " + test.desc + " with true"); + gl.uniform1i(uniformLoc, 1); + wtu.drawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 0, 255]); + gl.deleteProgram(program); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from testing"); + } + } +}; + +test(); + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> + |