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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floor-div-cos-should-not-truncate.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floor-div-cos-should-not-truncate.html | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floor-div-cos-should-not-truncate.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floor-div-cos-should-not-truncate.html new file mode 100644 index 0000000000..69a019aa1b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floor-div-cos-should-not-truncate.html @@ -0,0 +1,80 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>Floor + divide + cosine should not truncate intermediate results.</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="256" height="256"> </canvas> +<div id="description"></div> +<div id="console"></div> + +<script id="vshader" type="x-shader/x-vertex"> +precision highp float; + +attribute vec3 pos; + +// This divisor must be greater than the 32-bit floating point +// representation of 1e6 / (2 * pi) to repro. +const float magic = 159154.953125; + +void main(void) { + // This floor must be present to repro. + float x = floor(pos.x); + + // This divide and cosine must be present to repro. + x = cos(x / magic); + + // If the GPU truncated 'x / magic' to 0, then 'cos(x / magic)' will produce + // 1.0, the green square will be moved offscreen, and the red background + // will be visible. + gl_Position.x = pos.y + x * 2.0; + gl_Position.y = pos.z; + gl_Position.z = 0.0; + gl_Position.w = 1.0; +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +precision highp float; + +void main(void) { + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); +} +</script> + +<script type="application/javascript"> +"use strict"; +description("Flooring a number, then dividing by a large number, then computing the cosine of that should not truncate the intermediate values."); +debug("Regression test for <a href='https://code.google.com/p/angleproject/issues/detail?id=1179'>https://code.google.com/p/angleproject/issues/detail?id=1179</a>"); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("canvas"); +var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos'], undefined, true); + +gl.clearColor(1, 0, 0, 1); +gl.clear(gl.COLOR_BUFFER_BIT); + +var magic = 159154.953125; +var x = (Math.PI / 2.0) * magic; +var data = [ + x, -1, -1, + x, 1, -1, + x, 1, 1, + x, -1, -1, + x, 1, 1, + x, -1, 1 +]; + +gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW); +gl.enableVertexAttribArray(0); +gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 12, 0); + +gl.drawArrays(gl.TRIANGLES, 0, 6); + +wtu.checkCanvas(gl, [0,255,0,255], "should be 0,255,0,255"); +finishTest(); +</script> |