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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing-nv-driver-bug.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing-nv-driver-bug.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing-nv-driver-bug.html | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing-nv-driver-bug.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing-nv-driver-bug.html new file mode 100644 index 0000000000..767bfd915d --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing-nv-driver-bug.html @@ -0,0 +1,67 @@ +<!-- +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>GLSL dynamic vector and matrix indexing 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> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderLValueVectorBeingIndexedHasSideEffects" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +int sideEffectCounter = 0; + +int funcWithSideEffects() { + sideEffectCounter++; + return 1; +} + +void main() { + vec4 V[2]; + V[0] = vec4(1.0, 2.0, 3.0, 4.0); + V[1] = vec4(5.0, 6.0, 7.0, 8.0); + // In case this is broken down to two expressions where one reads V[funcWithSideEffects()] + // and another writes it, it needs to be made sure that funcWithSideEffects() only gets called once. + V[funcWithSideEffects()][u_zero + 1]++; + vec4 expectedV0 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 expectedV1 = vec4(5.0, 7.0, 7.0, 8.0); + float f = 1.0 - distance(V[0], expectedV0) - distance(V[1], expectedV1); + if (sideEffectCounter != 1) { + f = 0.0; + } + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("Dynamic indexing of vectors and matrices should work."); + +debug("This test exposes a NVidia driver bug on Linux"); + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fshaderLValueVectorBeingIndexedHasSideEffects', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index a vector expression that itself has side effects, in an l-value' +}, +], 2); +</script> +</body> +</html> + |