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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/angle-d3d11-compiler-error.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/angle-d3d11-compiler-error.html | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/angle-d3d11-compiler-error.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/angle-d3d11-compiler-error.html new file mode 100644 index 0000000000..158ddad08f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/angle-d3d11-compiler-error.html @@ -0,0 +1,96 @@ +<!-- +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>ANGLE D3D11 Bug - Shader compilation error</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> + +<script id="vs" type="x-shader/x-fragment"> +precision mediump float; +uniform float A; +void main() { + bool B = bool(A); + float x = B ? -A : 1.+A; + float y = B ? 1.+A : -A; + gl_Position = vec4(x, y, 0, 0); +} + +</script> +<script id="fs" type="x-shader/x-fragment"> +precision mediump float; +void main() { + gl_FragColor = vec4(1, 0, 0, 1); +} +</script> + +<div id="description"></div> +<div id="console"></div> +<canvas id="canvas" width="2" height="2"> </canvas> +<script> +"use strict"; +// See http://crbug.com/371868 for original failing case. +description("This test checks an ANGLE D3D11 shader compiler error."); + +debug(""); +debug("Canvas.getContext"); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("canvas"); +if (!gl) { + testFailed("context does not exist"); +} else { + testPassed("context exists"); + + debug(""); + debug("Checking shader compilation and linking."); + + checkCompilation(); +} + +function checkCompilation() { + var vs = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vs, document.getElementById("vs").text); + gl.compileShader(vs); + if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { + testFailed("Vertex Shader failed to compile: " + gl.getShaderInfoLog(vs)); + return; + } + + var fs = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fs, document.getElementById("fs").text); + gl.compileShader(fs); + if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { + testFailed("Fragment Shader failed to compile: " + gl.getShaderInfoLog(fs)); + return; + } + + var p = gl.createProgram(); + gl.attachShader(p, vs); + gl.attachShader(p, fs); + gl.linkProgram(p); + if (!gl.getProgramParameter(p, gl.LINK_STATUS)) { + testFailed("Program failed to link: " + gl.getProgramInfoLog(p)); + return; + } + + testPassed("Linked Successfully"); +} + +debug(""); +var successfullyParsed = true; + +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> |