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/misc/shader-uniform-packing-restrictions.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/misc/shader-uniform-packing-restrictions.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-uniform-packing-restrictions.html | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-uniform-packing-restrictions.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-uniform-packing-restrictions.html new file mode 100644 index 0000000000..22a968470f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-uniform-packing-restrictions.html @@ -0,0 +1,251 @@ +<!-- +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 uniform packing restrctions Conformance Test</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> +<canvas id="example" width="2" height="2"> </canvas> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec4 a_position; +void main() +{ + gl_Position = a_position; +} +</script> +<script id="fshader" type="x-shader/x-vertex"> +precision mediump float; +varying vec4 v_varying; +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="vshaderArrayTest" type="x-shader/x-vertex"> +attribute vec4 a_position; +varying vec4 v_varying; +uniform $(type) u_uniform[$(numTestType)]; +void main() +{ + v_varying = $(result); + gl_Position = a_position; +} +</script> +<script id="fshaderArrayTest" type="x-shader/x-fragment"> +precision mediump float; +uniform $(type) u_uniform[$(numTestType)]; +void main() +{ + gl_FragColor = $(result); +} +</script> +<script id="vshaderUniformTest" type="x-shader/x-fragment"> +attribute vec4 a_position; +varying vec4 v_varying; +$(uniforms) +void main() +{ + $(code) + v_varying = $(result); + gl_Position = a_position; +} +</script> +<script id="fshaderUniformTest" type="x-shader/x-fragment"> +precision mediump float; +$(uniforms) +void main() +{ + $(code) + gl_FragColor = $(result); +} +</script> +<script> +"use strict"; +description(); +debug(""); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); + +var uniformTypes = [ + { type: "bool", componentsPerRow: 1, rows: 1, fType: "float", uniToF: "float(u_uniform$(id)$(index))", fToVec4: "vec4($(f), 0, 0, 0)"}, + { type: "float", componentsPerRow: 1, rows: 1, fType: "float", uniToF: "u_uniform$(id)$(index)", fToVec4: "vec4($(f), 0, 0, 0)"}, + { type: "int", componentsPerRow: 1, rows: 1, fType: "float", uniToF: "float(u_uniform$(id)$(index))", fToVec4: "vec4($(f), 0, 0, 0)"}, + { type: "vec2", componentsPerRow: 2, rows: 1, fType: "vec2", uniToF: "u_uniform$(id)$(index)", fToVec4: "vec4($(f), 0, 0)"}, + { type: "ivec2", componentsPerRow: 2, rows: 1, fType: "vec2", uniToF: "vec2(u_uniform$(id)$(index))", fToVec4: "vec4($(f), 0, 0)"}, + { type: "bvec2", componentsPerRow: 2, rows: 1, fType: "vec2", uniToF: "vec2(u_uniform$(id)$(index))", fToVec4: "vec4($(f), 0, 0)"}, + { type: "vec3", componentsPerRow: 3, rows: 1, fType: "vec3", uniToF: "u_uniform$(id)$(index)", fToVec4: "vec4($(f), 0)"}, + { type: "ivec3", componentsPerRow: 3, rows: 1, fType: "vec3", uniToF: "vec3(u_uniform$(id)$(index))", fToVec4: "vec4($(f), 0)"}, + { type: "bvec3", componentsPerRow: 3, rows: 1, fType: "vec3", uniToF: "vec3(u_uniform$(id)$(index))", fToVec4: "vec4($(f), 0)"}, + { type: "vec4", componentsPerRow: 4, rows: 1, fType: "vec4", uniToF: "u_uniform$(id)$(index)", fToVec4: "$(f)"}, + { type: "ivec4", componentsPerRow: 4, rows: 1, fType: "vec4", uniToF: "vec4(u_uniform$(id)$(index))", fToVec4: "$(f)"}, + { type: "bvec4", componentsPerRow: 4, rows: 1, fType: "vec4", uniToF: "vec4(u_uniform$(id)$(index))", fToVec4: "$(f)"}, +// Yes, the spec says mat2 takes 4 columns, 2 rows. + { type: "mat2", componentsPerRow: 4, rows: 2, fType: "vec2", uniToF: "vec2(u_uniform$(id)$(index)[0])", fToVec4: "vec4($(f), 0, 0)"}, + { type: "mat3", componentsPerRow: 3, rows: 3, fType: "vec3", uniToF: "vec3(u_uniform$(id)$(index)[0])", fToVec4: "vec4($(f), 0)"}, + { type: "mat4", componentsPerRow: 4, rows: 4, fType: "vec4", uniToF: "vec4(u_uniform$(id)$(index)[0])", fToVec4: "$(f)"}, +// Samplers generally have more restrictive limits. +// { type: "sampler2D", componentsPerRow: 1, rows: 1, code: "vec4(texture2D(u_uniform[$(index)], vec2(0, 0)))", }, +// { type: "samplerCube", componentsPerRow: 1, rows: 1, code: "vec4(textureCube(u_uniform[$(index)], vec3(0, 0, 0)))", }, +]; + +var vBaseSource = wtu.getScript("vshader"); +var fBaseSource = wtu.getScript("fshader"); +var vArrayTestSource = wtu.getScript("vshaderArrayTest"); +var fArrayTestSource = wtu.getScript("fshaderArrayTest"); +var vUniformTestSource = wtu.getScript("vshaderUniformTest"); +var fUniformTestSource = wtu.getScript("fshaderUniformTest"); + +var tests = []; +var shaderTypes = [ + { type: "vertex", + // For tests that expect failure which shader might fail. + vertExpectation: false, + fragExpectation: true, + vertArrayTest: vArrayTestSource, + fragArrayTest: fBaseSource, + vertUniformTest: vUniformTestSource, + fragUniformTest: fBaseSource, + maxVectors: gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS), + minVectors: 127, // GLSL ES 1.0.17 Appendix A.7 and A.8. Reserve one row for constants in the code, hence 128 - 1. + }, + { type: "fragment", + // For tests that expect failure which shader might fail. + vertExpectation: true, + fragExpectation: false, + vertArrayTest: vBaseSource, + fragArrayTest: fArrayTestSource, + vertUniformTest: vBaseSource, + fragUniformTest: fUniformTestSource, + maxVectors: gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS), + minVectors: 15, // GLSL ES 1.0.17 Appendix A.8 - minimum value of gl_maxFragmentUniformVectors is 16. Again, reserve a row for constants. + }, +]; +for (var ss = 0; ss < shaderTypes.length; ++ss) { + var shaderType = shaderTypes[ss]; + debug("max " + shaderType.type + ": " + shaderType.maxVectors); + for (var ii = 0; ii < uniformTypes.length; ++ii) { + var info = uniformTypes[ii]; + wtu.log("checking: " + info.type); + // Compute the maximum amount of this type allowed in a single array. + var maxInArray = Math.floor(shaderType.maxVectors / info.rows); + // Compute the minimum required to work in a single array. + var minVars = Math.floor(shaderType.minVectors / info.rows); + // Compute the maximum allowed as single elements + var maxPerRow = Math.floor(4 / info.componentsPerRow); + var maxPacked = Math.floor(shaderType.maxVectors * maxPerRow / info.rows); + + // Test array[1] of the type + var uniToF = wtu.replaceParams(info.uniToF, {id: "", index: "[0]"}); + var vec4 = wtu.replaceParams(info.fToVec4, {f: uniToF}); + tests.push({ + vShaderSource: wtu.replaceParams(shaderType.vertArrayTest, {numTestType: 1, result: vec4}, info), + vShaderSuccess: true, + fShaderSource: wtu.replaceParams(shaderType.fragArrayTest, {numTestType: 1, result: vec4}, info), + fShaderSuccess: true, + linkSuccess: true, + passMsg: shaderType.type + " shader with uniform array of " + info.type + " with 1 element should succeed", + }); + + // Note: We can't test an array filling all uniform space as actual GL drivers are + // only required to be able to do the minimum number. After that it can fail for + // multiple reasons, including uniform registers being reserved for the implementation's + // own use. Constants also take up uniform registers. + + // Test required number of uniforms + var uniToF = wtu.replaceParams(info.uniToF, {id: "", index: "[" + (minVars - 1) + "]"}); + var vec4 = wtu.replaceParams(info.fToVec4, {f: uniToF}); + tests.push({ + vShaderSource: wtu.replaceParams(shaderType.vertArrayTest, {numTestType: minVars, result: vec4}, info), + vShaderSuccess: true, + fShaderSource: wtu.replaceParams(shaderType.fragArrayTest, {numTestType: minVars, result: vec4}, info), + fShaderSuccess: true, + linkSuccess: true, + passMsg: shaderType.type + " shader with uniform array of " + info.type + " with " + minVars + " elements (the minimum required) should succeed", + }); + + // Test array[max + 1] accessing last element. WebGL requires this to fail. + var uniToF = wtu.replaceParams(info.uniToF, {id: "", index: "[" + maxInArray + "]"}); + var vec4 = wtu.replaceParams(info.fToVec4, {f: uniToF}); + tests.push({ + vShaderSource: wtu.replaceParams(shaderType.vertArrayTest, {numTestType: maxInArray + 1, result: vec4}, info), + vShaderSuccess: shaderType.vertExpectation, + fShaderSource: wtu.replaceParams(shaderType.fragArrayTest, {numTestType: maxInArray + 1, result: vec4}, info), + fShaderSuccess: shaderType.fragExpectation, + linkSuccess: false, + passMsg: shaderType.type + " shader with uniform array of " + info.type + " with " + (maxInArray + 1) + " elements (one past maximum) accessing last element should fail", + }); + + // Test array[max + 1] accessing first element. WebGL requires this to fail but ES allows truncating array. + var uniToF = wtu.replaceParams(info.uniToF, {id: "", index: "[0]"}); + var vec4 = wtu.replaceParams(info.fToVec4, {f: uniToF}); + tests.push({ + vShaderSource: wtu.replaceParams(shaderType.vertArrayTest, {numTestType: maxInArray + 1, result: vec4}, info), + vShaderSuccess: shaderType.vertExpectation, + fShaderSource: wtu.replaceParams(shaderType.fragArrayTest, {numTestType: maxInArray + 1, result: vec4}, info), + fShaderSuccess: shaderType.fragExpectation, + linkSuccess: false, + passMsg: shaderType.type + " shader with uniform array of " + info.type + " with " + (maxInArray + 1) + " elements (one past maximum) accessing first element should fail", + }); + + // Note: We can't test max uniforms as actual GL drivers are only required to be able + // to do the minimum number. After that it can fail for multiple reasons, including + // uniform registers being reserved for the implementation's own use or also instruction + // space limitations. Strictly speaking, guaranteed supported length of a shader + // executable is defined by the GLES2 conformance tests according to GLSL ES 1.0.17 + // Appendix A.2. This does not give us an exact limit: this test only aims to fit within + // instruction space limits imposed by existing GLES2 compliant hardware. + + var generateCode = function(numVars) { + var uniforms = []; + var sumTerms = []; + for (var uu = 0; uu < numVars; ++uu) { + uniforms.push(" uniform " + info.type + " u_uniform" + uu + ";"); + sumTerms.push(wtu.replaceParams(info.uniToF, {id: uu, index: ""})); + } + return { + uniforms: uniforms.join("\n"), + code: info.fType + " sum = " + sumTerms.join(" + \n ") + ";", + result: wtu.replaceParams(info.fToVec4, {f: 'sum'}) + }; + }; + + // Test max+1 uniforms of type. + tests.push({ + vShaderSource: wtu.replaceParams(shaderType.vertUniformTest, generateCode(maxPacked + 1), info), + vShaderSuccess: shaderType.vertExpectation, + fShaderSource: wtu.replaceParams(shaderType.fragUniformTest, generateCode(maxPacked + 1), info), + fShaderSuccess: shaderType.fragExpectation, + linkSuccess: false, + passMsg: shaderType.type + " shader with " + (maxPacked + 1) + " uniforms of " + info.type + " (one past maximum) should fail", + }); + + // Test required uniforms of type. + tests.push({ + vShaderSource: wtu.replaceParams(shaderType.vertUniformTest, generateCode(minVars), info), + vShaderSuccess: true, + fShaderSource: wtu.replaceParams(shaderType.fragUniformTest, generateCode(minVars), info), + fShaderSuccess: true, + linkSuccess: true, + passMsg: shaderType.type + " shader with " + minVars + " uniforms of " + info.type + " (the minimum required) should succeed", + }); + } +} +GLSLConformanceTester.runTests(tests); +var successfullyParsed = true; +</script> +</body> +</html> + |