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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/bool-type-cast-bug-uint-ivec-uvec.html
parentInitial commit. (diff)
downloadfirefox-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>
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@@ -0,0 +1,368 @@
+<!--
+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>Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly (Mac AMD driver 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>
+</head>
+<body>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader-uint-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out uint uvalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ uvalue = uint(bvalue);
+}
+</script>
+<script id="fshader-uint-1" type="x-shader/x-fragment">#version 300 es
+flat in uint uvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (uvalue == 1u)
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == 0u)
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-simple" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+}
+</script>
+<script id="fshader-uint-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ uint uvalue = uint(bvalue);
+
+ if (uvalue == 1u)
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == 0u)
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-ivec2-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out ivec2 ivalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ ivalue = ivec2(bvec2(bvalue, bvalue));
+}
+</script>
+<script id="fshader-ivec2-1" type="x-shader/x-fragment">#version 300 es
+flat in ivec2 ivalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (ivalue == ivec2(1, 1))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (ivalue == ivec2(0, 0))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="fshader-ivec2-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ ivec2 ivalue = ivec2(bvec2(bvalue, bvalue));
+
+ if (ivalue == ivec2(1, 1))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (ivalue == ivec2(0, 0))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-uvec2-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out uvec2 uvalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ uvalue = uvec2(bvec2(bvalue, bvalue));
+}
+</script>
+<script id="fshader-uvec2-1" type="x-shader/x-fragment">#version 300 es
+flat in uvec2 uvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (uvalue == uvec2(1u, 1u))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == uvec2(0u, 0u))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="fshader-uvec2-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ uvec2 uvalue = uvec2(bvec2(bvalue, bvalue));
+
+ if (uvalue == uvec2(1u, 1u))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == uvec2(0u, 0u))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-ivec3-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out ivec3 ivalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ ivalue = ivec3(bvec3(bvalue, bvalue, bvalue));
+}
+</script>
+<script id="fshader-ivec3-1" type="x-shader/x-fragment">#version 300 es
+flat in ivec3 ivalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (ivalue == ivec3(1, 1, 1))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (ivalue == ivec3(0, 0, 0))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="fshader-ivec3-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ ivec3 ivalue = ivec3(bvec3(bvalue, bvalue, bvalue));
+
+ if (ivalue == ivec3(1, 1, 1))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (ivalue == ivec3(0, 0, 0))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-uvec3-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out uvec3 uvalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ uvalue = uvec3(bvec3(bvalue, bvalue, bvalue));
+}
+</script>
+<script id="fshader-uvec3-1" type="x-shader/x-fragment">#version 300 es
+flat in uvec3 uvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (uvalue == uvec3(1u, 1u, 1u))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == uvec3(0u, 0u, 0u))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="fshader-uvec3-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ uvec3 uvalue = uvec3(bvec3(bvalue, bvalue, bvalue));
+
+ if (uvalue == uvec3(1u, 1u, 1u))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == uvec3(0u, 0u, 0u))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-ivec4-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out ivec4 ivalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ ivalue = ivec4(bvec4(bvalue, bvalue, bvalue, bvalue));
+}
+</script>
+<script id="fshader-ivec4-1" type="x-shader/x-fragment">#version 300 es
+flat in ivec4 ivalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (ivalue == ivec4(1, 1, 1, 1))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (ivalue == ivec4(0, 0, 0, 0))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="fshader-ivec4-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ ivec4 ivalue = ivec4(bvec4(bvalue, bvalue, bvalue, bvalue));
+
+ if (ivalue == ivec4(1, 1, 1, 1))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (ivalue == ivec4(0, 0, 0, 0))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="vshader-uvec4-1" type="x-shader/x-vertex">#version 300 es
+in vec3 aPosition;
+flat out uvec4 uvalue;
+uniform bool bvalue;
+
+void main() {
+ gl_Position = vec4(aPosition, 1);
+ uvalue = uvec4(bvec4(bvalue, bvalue, bvalue, bvalue));
+}
+</script>
+<script id="fshader-uvec4-1" type="x-shader/x-fragment">#version 300 es
+flat in uvec4 uvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ if (uvalue == uvec4(1u, 1u, 1u, 1u))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == uvec4(0u, 0u, 0u, 0u))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script id="fshader-uvec4-2" type="x-shader/x-fragment">#version 300 es
+uniform bool bvalue;
+out highp vec4 myFragColor;
+
+void main() {
+ uvec4 uvalue = uvec4(bvec4(bvalue, bvalue, bvalue, bvalue));
+
+ if (uvalue == uvec4(1u, 1u, 1u, 1u))
+ myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (uvalue == uvec4(0u, 0u, 0u, 0u))
+ myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script type="application/javascript">
+"use strict";
+description("Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly");
+debug("");
+var wtu = WebGLTestUtils;
+function test() {
+ var gl = wtu.create3DContext("canvas", undefined, 2);
+ if (!gl) {
+ testFailed("context does not exist");
+ return;
+ }
+ wtu.setupUnitQuad(gl);
+
+ var testCases = [
+ { vshader: "vshader-uint-1", fshader: "fshader-uint-1", desc: "vertex shader uint" },
+ { vshader: "vshader-simple", fshader: "fshader-uint-2", desc: "fragment shader uint" },
+ { vshader: "vshader-ivec2-1", fshader: "fshader-ivec2-1", desc: "vertex shader ivec2" },
+ { vshader: "vshader-simple", fshader: "fshader-ivec2-2", desc: "fragment shader ivec2" },
+ { vshader: "vshader-uvec2-1", fshader: "fshader-uvec2-1", desc: "vertex shader uvec2" },
+ { vshader: "vshader-simple", fshader: "fshader-uvec2-2", desc: "fragment shader uvec2" },
+ { vshader: "vshader-ivec3-1", fshader: "fshader-ivec3-1", desc: "vertex shader ivec3" },
+ { vshader: "vshader-simple", fshader: "fshader-ivec3-2", desc: "fragment shader ivec3" },
+ { vshader: "vshader-uvec3-1", fshader: "fshader-uvec3-1", desc: "vertex shader uvec3" },
+ { vshader: "vshader-simple", fshader: "fshader-uvec3-2", desc: "fragment shader uvec3" },
+ { vshader: "vshader-ivec4-1", fshader: "fshader-ivec4-1", desc: "vertex shader ivec4" },
+ { vshader: "vshader-simple", fshader: "fshader-ivec4-2", desc: "fragment shader ivec4" },
+ { vshader: "vshader-uvec4-1", fshader: "fshader-uvec4-1", desc: "vertex shader uvec4" },
+ { vshader: "vshader-simple", fshader: "fshader-uvec4-2", desc: "fragment shader uvec4" },
+ ];
+
+ for (var idx = 0; idx < testCases.length; ++idx) {
+ var test = testCases[idx];
+
+ debug("");
+ var program = wtu.setupProgram(gl, [test.vshader, test.fshader], ["aPosition"]);
+ if (!program) {
+ testFailed("Fail to set up program");
+ } else {
+ var uniformLoc = gl.getUniformLocation(program, 'bvalue');
+ debug("Testing " + test.desc + " with false");
+ gl.uniform1i(uniformLoc, 0);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255]);
+ debug("Testing " + test.desc + " with true");
+ gl.uniform1i(uniformLoc, 1);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255]);
+ gl.deleteProgram(program);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from testing");
+ }
+ }
+};
+
+test();
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>
+