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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-texture-fetch.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-texture-fetch.html | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-texture-fetch.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-texture-fetch.html new file mode 100644 index 0000000000..f382b8c800 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/conditional-texture-fetch.html @@ -0,0 +1,130 @@ +<!-- +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>Conditional texture fetch test</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> +<script src="../../../js/glsl-conformance-test.js"></script> +</head> +<body> +<canvas id="output" style="border: none;" width="64" height="64"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshaderConditionalTextureFetch" type="x-shader/x-vertex"> +attribute vec2 a_position; +attribute vec4 a_canvasTileColor; +attribute vec2 a_texCoord; +varying vec2 texCoord; +varying vec4 canvasTileColor; +void main() +{ + canvasTileColor = a_canvasTileColor; + texCoord = a_texCoord; + gl_Position = vec4(a_position, 0.0, 1.0); +} +</script> +<script id="fshaderConditionalTextureFetch" type="x-shader/x-fragment"> +precision mediump float; +varying vec4 canvasTileColor; +uniform bool hasTexture; +uniform sampler2D canvasTileTexture; +varying vec2 texCoord; +uniform vec4 uvRect; +void main() +{ + vec4 finalColor = canvasTileColor; + if (hasTexture) { + vec2 clampedUV = clamp(texCoord.xy, uvRect.xy, uvRect.zw); + finalColor = texture2D(canvasTileTexture, clampedUV); + } + gl_FragColor = finalColor; +} +</script> +<script type="text/javascript"> +"use strict"; +description(); +debug("If the test passes correctly the viewport will be green."); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("output"); +var gl = wtu.create3DContext(canvas); + +var createGreenTexture = function() { + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + 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); + wtu.fillTexture(gl, texture, 1, 1, [0, 255, 0, 255]); + gl.bindTexture(gl.TEXTURE_2D, null); + return texture; +}; + +var test = function(greenTexture) { + // This is a reduced test case for a problem reported by Figma. + // Program compilation produces the following warning/error on ANGLE's + // D3D9 backend: + // [WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(26,12): error X6077: texld/texldb/texldp/dsx/dsy instructions with r# as source cannot be used inside dynamic conditional 'if' blocks, dynamic conditional subroutine calls, or loop/rep with break*. + // + // All of the operations in the shader -- including the clamping of the + // texture coordinates -- seem to be needed in order to provoke this + // error. + // + // However, this doesn't seem to produce incorrect rendering results. + var program = wtu.setupProgram( + gl, + ["vshaderConditionalTextureFetch", + "fshaderConditionalTextureFetch"], + ["a_position", "a_canvasTileColor", "a_texCoord"], + [0, 1, 2], + true); + if (!program) { + testFailed("Shader compilation/link failed"); + } else { + // Set up buffers + wtu.setupUnitQuad(gl, 0, 2); + + // Set up constant color (red) + gl.vertexAttrib4f(1, 1, 0, 0, 1); + + var uniformMap = wtu.getUniformMap(gl, program); + + // Use texturing + gl.uniform1i(uniformMap["hasTexture"].location, 1); + + // Bind texture + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, greenTexture); + gl.uniform1i(uniformMap["canvasTileTexture"].location, 0); + + // Set up (essentially no-op) clamp rectangle + gl.uniform4f(uniformMap["uvRect"].location, 0, 0, 0.25, 0.25); + + // Draw + wtu.clearAndDrawUnitQuad(gl); + + // Verify output + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 1); + } +}; + +if (!gl) { + testFailed("context does not exist"); +} else { + var tex = createGreenTexture(); + test(tex); +} +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> |