diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
---|---|---|
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/constructors/glsl-construct-vec-mat-corner-cases.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/constructors/glsl-construct-vec-mat-corner-cases.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html new file mode 100644 index 0000000000..a2c8f306ae --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html @@ -0,0 +1,195 @@ +<!-- +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>WebGL GLSL Conformance Tests</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.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="vsVec4Mat2Add" type="text/something-not-javascript"> +void main() +{ + mat2 m1 = mat2(1.0, 2.0, 3.0, 4.0); + mat2 m2 = mat2(0); + vec4 v = vec4(m1 + m2); + gl_Position = v; +} +</script> +<script id="fsVec4Mat3Add" type="text/something-not-javascript"> +precision mediump float; +void main() +{ + mat3 m1 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); + mat3 m2 = mat3(0); + vec4 v = vec4(m1 + m2); + gl_FragColor = v; +} +</script> + +<script id="vsMat2Vec4Sub" type="text/something-not-javascript"> +void main() +{ + vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 v2 = vec4(0); + mat2 m = mat2(v1 - v2); + gl_Position = vec4(1.0, m); +} +</script> +<script id="fsMat3Vec4AddSub" type="text/something-not-javascript"> +precision mediump float; +void main() +{ + vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 v2 = vec4(0); + mat3 m = mat3(v1 + v2, 5.0, v1 - v2); + gl_FragColor = vec4(m); +} +</script> + +<script id="vsVec4Mat2Func" type="text/something-not-javascript"> +mat2 f(mat2 a) +{ + return a; +} +void main() +{ + mat2 m = mat2(1.0, 2.0, 3.0, 4.0); + vec4 v = vec4(f(m)); + gl_Position = vec4(1.0, v); +} +</script> +<script id="fsVec4Mat3Func" type="text/something-not-javascript"> +precision mediump float; +mat3 f(mat3 a) +{ + return a; +} +void main() +{ + mat3 m = mat3(0); + vec4 v = vec4(f(m)); + gl_FragColor = v; +} +</script> + +<script id="vsMat2Vec4Func" type="text/something-not-javascript"> +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + mat2 m = mat2(f(v)); + gl_Position = vec4(1.0, m); +} +</script> +<script id="fsMat3Vec4Func" type="text/something-not-javascript"> +precision mediump float; +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 v2 = vec4(0); + mat3 m = mat3(f(v1), 5.0, f(v2)); + gl_FragColor = vec4(m); +} +</script> + +<script id="vsMat4VecMultiple" type="text/something-not-javascript"> +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec2 v2 = vec2(1.0, 2.0); + vec3 v3 = vec3(1.0, 2.0, 3.0); + vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0); + mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4)); + gl_Position = vec4(1.0, m); +} +</script> +<script id="fsMat4VecMultiple" type="text/something-not-javascript"> +precision mediump float; +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec2 v2 = vec2(1.0, 2.0); + vec3 v3 = vec3(1.0, 2.0, 3.0); + vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0); + mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4)); + gl_FragColor = vec4(m); +} +</script> + +<script> +"use strict"; +var wtu = WebGLTestUtils; +var tests = []; + +tests.push({ + vShaderSource: wtu.getScript("vsVec4Mat2Add"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsVec4Mat3Add"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vec(mat +/- mat) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsMat2Vec4Sub"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsMat3Vec4AddSub"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "mat(vec +/- vec) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsVec4Mat2Func"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsVec4Mat3Func"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vec(func(mat)) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsMat2Vec4Func"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsMat3Vec4Func"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "mat(func(vec)) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsMat4VecMultiple"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsMat4VecMultiple"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "mat4(float, vec2, float, vec3+vec3, float, vec4, f(vec4)) works ok", +}); + +GLSLConformanceTester.runTests(tests); +var successfullyParsed = true; +</script> +</body> +</html> |