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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/rendering/point-specific-shader-variables.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/rendering/point-specific-shader-variables.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/point-specific-shader-variables.html | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/point-specific-shader-variables.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/point-specific-shader-variables.html new file mode 100644 index 0000000000..71f0bcad50 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/point-specific-shader-variables.html @@ -0,0 +1,166 @@ +<!-- +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>Point-specific shader variables 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> +</head> +<body> +<canvas id="c" width="64" height="64"></canvas> +<div id="description"></div> +<div id="console"></div> + +<script id="vs-assign" type="x-shader/x-vertex"> +attribute vec2 aPosition; + +varying vec2 vPos; + +void main() +{ + gl_Position = vec4(aPosition, 0, 1); + vPos = aPosition; + + gl_PointSize = 1.0; +} +</script> + +<script id="vs-conditional" type="x-shader/x-vertex"> +uniform float renderingPoints; // not assigned, equal to 0.0 +attribute vec2 aPosition; + +varying vec2 vPos; + +void main() +{ + gl_Position = vec4(aPosition, 0, 1); + vPos = aPosition; + + if (renderingPoints > 0.0) { + gl_PointSize = 1.0; + } +} +</script> + +<script id="fs-overwrite" type="x-shader/x-fragment"> +varying mediump vec2 vPos; + +void main() +{ + gl_FragColor = vec4(gl_PointCoord.xy, 0, 1); + gl_FragColor = vec4(vPos * -2.0, 0, 1); +} +</script> + +<script id="fs-unused-branch" type="x-shader/x-fragment"> +varying mediump vec2 vPos; +uniform mediump float uDefaultsToZero; + +void main() +{ + gl_FragColor = vec4(vPos * -2.0, 0, 1); + if (uDefaultsToZero == 1.0) { + gl_FragColor = vec4(gl_PointCoord.xy, 0, 1); + } +} +</script> + +<script> +"use strict"; +description(document.title); + +debug('This test verifies rendering with programs referencing shader variables specific to rendering of POINTS primitives.'); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("c", {depth: false}); + +var prog_overwrite = wtu.setupProgram(gl, ["vs-assign", "fs-overwrite"], ["aPosition"]); +var prog_branch = wtu.setupProgram(gl, ["vs-assign", "fs-unused-branch"], ["aPosition"]); +var prog_cond_overwrite = wtu.setupProgram(gl, ["vs-conditional", "fs-overwrite"], ["aPosition"]); +var prog_cond_branch = wtu.setupProgram(gl, ["vs-conditional", "fs-unused-branch"], ["aPosition"]); + +var vertData = new Float32Array([ + -1, -1, + +1, -1, + -1, +1, +]); + +var vertexObject = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); +gl.bufferData(gl.ARRAY_BUFFER, vertData, gl.STATIC_DRAW); + +gl.enableVertexAttribArray(0); +gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); + +////////// + +debug(""); +debug("prog-overwrite"); + +gl.clear(gl.COLOR_BUFFER_BIT); +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left + +gl.useProgram(prog_overwrite); +gl.drawArrays(gl.TRIANGLES, 0, 3); + +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left +wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right + + +////////// + +debug(""); +debug("prog-branch"); + +gl.clear(gl.COLOR_BUFFER_BIT); +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left + +gl.useProgram(prog_branch); +gl.drawArrays(gl.TRIANGLES, 0, 3); + +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left +wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right + +////////// + +debug(""); +debug("prog-cond-overwrite"); + +gl.clear(gl.COLOR_BUFFER_BIT); +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left + +gl.useProgram(prog_cond_overwrite); +gl.drawArrays(gl.TRIANGLES, 0, 3); + +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left +wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right + + +////////// + +debug(""); +debug("prog-cond-branch"); + +gl.clear(gl.COLOR_BUFFER_BIT); +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 0, 0, 0]); // Bottom-left + +gl.useProgram(prog_cond_branch); +gl.drawArrays(gl.TRIANGLES, 0, 3); + +wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 255, 0, 255]); // Bottom-left +wtu.checkCanvasRect(gl, 63, 63, 1, 1, [0, 0, 0, 0]); // Top-right + +var successfullyParsed = true; +</script> + +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |