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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/qualcomm-crash.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/qualcomm-crash.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/qualcomm-crash.html | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/qualcomm-crash.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/qualcomm-crash.html new file mode 100644 index 0000000000..f1ef1e47ab --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/qualcomm-crash.html @@ -0,0 +1,136 @@ +<!-- +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>Qualcomm program link crash Tests</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 id='vshader1' type='x-shader/x-vertex'> +precision highp float; +void main() { +gl_Position = vec4( 1.0, 1.0, 1.0, 1.0 ); +} +</script> +<script id='fshader1' type='x-shader/x-fragment'> +precision highp float; +uniform int renderType; +uniform sampler2D texMap; +void main() { + vec2 uv = vec2(0.0, 0.0); + if( renderType == 0 ) { + gl_FragColor = texture2D( texMap, uv ); + } else { + vec4 texture = texture2D( texMap, uv ); + gl_FragColor = texture; + } +} +</script> + +<script id='vshader2' type='x-shader/x-vertex'> +attribute vec3 vertex_position; +uniform mat4 matrix_model; +uniform mat4 matrix_viewProjection; + +attribute vec4 vertex_boneWeights; +attribute vec4 vertex_boneIndices; + +uniform sampler2D texture_poseMap; +uniform vec2 texture_poseMapSize; + +mat4 getBoneMatrix(const in float i) +{ + float j = i * 4.0; + float x = mod(j, float(texture_poseMapSize.x)); + float y = floor(j / float(texture_poseMapSize.x)); + + float dx = 1.0 / float(texture_poseMapSize.x); + float dy = 1.0 / float(texture_poseMapSize.y); + + y = dy * (y + 0.5); + + vec4 v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y)); + vec4 v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y)); + vec4 v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y)); + vec4 v4 = texture2D(texture_poseMap, vec2(dx * (x + 3.5), y)); + + mat4 bone = mat4(v1, v2, v3, v4); + + return bone; +} + +void main(void) +{ + mat4 modelMatrix = vertex_boneWeights.x * getBoneMatrix(vertex_boneIndices.x) + + vertex_boneWeights.y * getBoneMatrix(vertex_boneIndices.y) + + vertex_boneWeights.z * getBoneMatrix(vertex_boneIndices.z) + + vertex_boneWeights.w * getBoneMatrix(vertex_boneIndices.w); + + vec4 positionW = modelMatrix * vec4(vertex_position, 1.0); + gl_Position = matrix_viewProjection * positionW; + +} +</script> +<script id='fshader2' type='x-shader/x-fragment'> +precision highp float; +void main() { + gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ); +} +</script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description("This test checks a known bug in some Qualcomm drivers which causes crashes when linking certain shaders. <a href='https://code.google.com/p/chromium/issues/detail?id=498947'>crbug.com/498947</a>"); + +debug(""); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext(); + +gl.canvas.addEventListener("webglcontextlost", function(e) { + testFailed("WebGL context lost"); +}); + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + debug(""); + + if (gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision == 0) { + testPassed("highp precision not supported"); + } else { + var program1 = wtu.setupProgram(gl, ['vshader1', 'fshader1']); + if (!gl.getProgramParameter(program1, gl.LINK_STATUS)) { + testFailed("Program failed to link"); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); + + debug(""); + + var program2 = wtu.setupProgram(gl, ['vshader2', 'fshader2']); + if (!gl.getProgramParameter(program2, gl.LINK_STATUS)) { + testFailed("Program failed to link"); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); + } +} + +// Cycle through a rAF once to give any webglcontextlost events a chance to propagate +window.requestAnimationFrame(function() { finishTest(); }); + +debug(""); +var successfullyParsed = true; +</script> + +</body> +</html> |