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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/conformance/glsl/bugs/floored-division-accuracy.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floored-division-accuracy.html | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floored-division-accuracy.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floored-division-accuracy.html new file mode 100644 index 0000000000..6986344d3a --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/floored-division-accuracy.html @@ -0,0 +1,69 @@ +<!-- +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. +--> + +<!-- author: Bill Baxter (wbaxter at google.com) --> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>Floored Division Accuracy 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> +<script src="../../../js/glsl-conformance-test.js"></script> +</head> + +<body> +<div id="description"></div> +<div id="console"></div> + +<script id="shader-vs" type="x-shader/x-vertex"> +attribute vec4 vPosition; +uniform float divisor; +varying vec4 vColor; +void main(void) { + gl_Position = vPosition; + float index = 9.0; + // Floating point operations don't have any guaranteed precision, but they + // should at least be accurate to 1 part in 10^5. + float value = floor((index / divisor) * 1.00001); + vColor = (value == 3.) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); +} +</script> + +<script id="shader-fs" type="x-shader/x-fragment"> +precision mediump float; +varying vec4 vColor; +void main(void) { + gl_FragColor = vColor; +} +</script> +<script> +"use strict"; +description(); + +debug(""); +// Reproduces bug seen on Mac OS X with AMD Radeon HD 6490 GPU +debug("If things are working correctly, then the square will be green."); +debug("If your card thinks floor(9. / 3.) is not 3 to within 1 part in 10^5, "); +debug("then the square will be red."); + +GLSLConformanceTester.runRenderTests([ +{ + vShaderId: 'shader-vs', + vShaderSuccess: true, + fShaderId: 'shader-fs', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Test that floor(9. / 3.) is 3 to within 1 part in 10^5', + uniforms: [{name: "divisor", functionName: "uniform1f", value: 3}] +} +]); + +</script> +</body> +</html> |