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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/conformance2/glsl3/vector-dynamic-indexing.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/conformance2/glsl3/vector-dynamic-indexing.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing.html | 369 |
1 files changed, 369 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing.html new file mode 100644 index 0000000000..5bf60578ad --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/vector-dynamic-indexing.html @@ -0,0 +1,369 @@ +<!-- +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>GLSL dynamic vector and matrix indexing 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> +<script src="../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderIndexMatrixTwice" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void main() { + mat2 m = mat2(0.0, 0.0, 0.0, 1.0); + float f = m[u_zero + 1][u_zero + 1]; + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexWithValueFromIndexingExpression" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void main() { + ivec2 i = ivec2(0, 2); + vec4 v = vec4(0.0, 0.2, 1.0, 0.4); + float f = v[i[u_zero + 1]]; + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexLValue" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + v[u_zero + 1] = 5.0; + vec4 expected = vec4(1.0, 5.0, 3.0, 4.0); + float f = 1.0 - distance(v, expected); + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexLValueWithValueFromIndexingExpression" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void main() { + ivec2 i = ivec2(0, 2); + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + v[i[u_zero + 1]] = 5.0; + vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); + float f = 1.0 - distance(v, expected); + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexBuiltInFunctionCallOutParameter" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + modf(5.5, v[u_zero + 3]); + vec4 expected = vec4(1.0, 2.0, 3.0, 5.0); + float f = 1.0 - distance(v, expected); + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexUserDefinedFunctionCallOutParameter" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void foo(out float f) { + modf(5.5, f); +} + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + foo(v[u_zero + 3]); + vec4 expected = vec4(1.0, 2.0, 3.0, 5.0); + float f = 1.0 - distance(v, expected); + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexUserDefinedFunctionCallInOutParameter" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void foo(inout float f) { + float g = f + 2.5; + modf(g, f); +} + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + foo(v[u_zero + 2]); + vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); + float f = 1.0 - distance(v, expected); + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexWithSideEffects" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +int sideEffectCounter = 0; + +int funcWithSideEffects() { + sideEffectCounter++; + return 2; +} + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + v[funcWithSideEffects()] = 5.0; + vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); + float f = 1.0 - distance(v, expected); + if (sideEffectCounter != 1) { + f = 0.0; + } + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexInOutWithSideEffects" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +int sideEffectCounter = 0; + +int funcWithSideEffects() { + sideEffectCounter++; + return 2; +} + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + v[funcWithSideEffects()]++; + vec4 expected = vec4(1.0, 2.0, 4.0, 4.0); + float f = 1.0 - distance(v, expected); + if (sideEffectCounter != 1) { + f = 0.0; + } + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexUserDefinedFunctionCallInOutParameterWithIndexWithSideEffects" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +int sideEffectCounter = 0; + +void foo(inout float f) { + float g = f + 2.5; + modf(g, f); +} + +int funcWithSideEffects() { + sideEffectCounter++; + return 2; +} + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + foo(v[funcWithSideEffects()]); + vec4 expected = vec4(1.0, 2.0, 5.0, 4.0); + float f = 1.0 - distance(v, expected); + if (sideEffectCounter != 1) { + f = 0.0; + } + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexLValueWithUint" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform uint u_zero; + +void main() { + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + v[u_zero] = 5.0; + vec4 expected = vec4(5.0, 2.0, 3.0, 4.0); + float f = 1.0 - distance(v, expected); + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script id="fshaderIndexUniform" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform vec4 u_zeroVec; +uniform uint u_zero; + +void main() { + // This test is just to catch a crash bug that occurred in ANGLE's workaround. + // Rendering result is not meaningful. + float f = u_zeroVec[u_zero]; + my_FragColor = vec4(f, 1.0, 0.0, 1.0); +} +</script> +<script id="fshaderSequenceDynamicIndexingVectorLvalue" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; +uniform int u_zero; + +int sideEffectCounter = 0; +float func() { + ++sideEffectCounter; + return -1.0; +} + +void main() { + vec4 v = vec4(0.0, 2.0, 4.0, 6.0); + float f = (func(), (++v[u_zero + sideEffectCounter])); + my_FragColor = (abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCounter == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); +} +</script> +<script id="fshaderIndexMatrixTwiceInLValue" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; + +uniform int u_zero; + +void main() { + mat2 m = mat2(0.0, 0.0, 0.0, 0.0); + m[u_zero + 1][u_zero + 1] = float(u_zero + 1); + float f = m[1][1]; + my_FragColor = vec4(1.0 - f, f, 0.0, 1.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("Dynamic indexing of vectors and matrices should work."); + +debug("Dynamic indexing of vectors and matrices requires complex workarounds on HLSL backends. Try to test possible bugs those workarounds might have."); + +GLSLConformanceTester.runRenderTests([ +{ + fShaderId: 'fshaderIndexMatrixTwice', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index matrix and then index the resulting vector in the same expression' +}, +{ + fShaderId: 'fshaderIndexWithValueFromIndexingExpression', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index a vector with an index that is the result of indexing' +}, +{ + fShaderId: 'fshaderIndexLValue', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index on the left-hand side of assignment' +}, +{ + fShaderId: 'fshaderIndexLValueWithValueFromIndexingExpression', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index on the left-hand side of assignment with an index that is the result of indexing' +}, +{ + fShaderId: 'fshaderIndexBuiltInFunctionCallOutParameter', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index the out parameter passed to built-in modf' +}, +{ + fShaderId: 'fshaderIndexUserDefinedFunctionCallOutParameter', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index an out parameter passed to an user-defined function' +}, +{ + fShaderId: 'fshaderIndexUserDefinedFunctionCallInOutParameter', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index an inout parameter passed to an user-defined function' +}, +{ + fShaderId: 'fshaderIndexWithSideEffects', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Use expression with side effects as an index of an l-value' +}, +{ + fShaderId: 'fshaderIndexInOutWithSideEffects', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Use expression with side effects as an index of an l-value that is both read and written' +}, +{ + fShaderId: 'fshaderIndexUserDefinedFunctionCallInOutParameterWithIndexWithSideEffects', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index an inout parameter passed to an user-defined function with an index with side effects' +}, +{ + fShaderId: 'fshaderIndexLValueWithUint', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index on the left-hand side of assignment with an uint' +}, +{ + fShaderId: 'fshaderIndexUniform', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index a uniform with a uniform' +}, +{ + fShaderId: 'fshaderSequenceDynamicIndexingVectorLvalue', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Sequence operator with dynamic indexing of a vector as an l-value inside' +}, +{ + fShaderId: 'fshaderIndexMatrixTwiceInLValue', + fShaderSuccess: true, + linkSuccess: true, + passMsg: 'Index matrix and then index the resulting vector in the same expression inside an l-value' +} +], 2); +</script> +</body> +</html> + |