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+<!--
+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>Conditional discard in loop issue</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="output" style="border: none;" width="256" height="256"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script id="shader-vs" type="x-shader/x-vertex">
+// Inputs
+attribute vec4 a_position;
+attribute vec2 a_tex_coords;
+
+// Output
+varying vec2 v_tex_coords;
+
+void main(void) {
+ v_tex_coords = a_tex_coords;
+ gl_Position = a_position;
+}
+</script>
+
+<script id="shader-fs" type="x-shader/x-fragment">
+precision mediump float;
+
+// Constants
+const float TEXEL_COUNT_V = 256.0;
+const float TEXEL_HEIGHT = 1.0 / TEXEL_COUNT_V;
+const float SEP_IX = TEXEL_COUNT_V / 2.0;
+
+const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);
+const vec4 BLUE = vec4(0.0, 0.0, 1.0, 1.0);
+
+// Input
+varying vec2 v_tex_coords;
+
+uniform sampler2D u_data;
+
+// Without this function or directly returning the data, the issue does not occur
+mediump vec4 UnpackData(in vec4 inData) {
+ float s = inData.x;
+ // Note s is always 0
+ // mod(0, 1) = 0
+ // So return value = (0, 0, -1, 0)
+ return vec4(0.0, 0.0, mod(s, 1.0) - 1.0, 0.0);
+
+ // Comment out the line above and uncomment the line below and the test succeeds on angle-dx11
+ // return vec4(0.0, 0.0, -1.0, 0.0);
+}
+
+void main(void) {
+ // Set initial color
+ gl_FragColor = BLUE;
+
+ if (gl_FragCoord.y <= SEP_IX) {
+ mediump vec2 addr = vec2(v_tex_coords.x, TEXEL_HEIGHT);
+
+ for (float e_ix = 0.0; e_ix < TEXEL_COUNT_V; ++e_ix) {
+ vec4 entry = texture2D(u_data, addr);
+ mediump vec4 unpack = UnpackData(entry);
+
+ // Buffer is filled with 0, unpack is always (0, 0, -1, 0)
+ // So discard is always triggered
+ if (unpack.z == -1.0) {
+ discard;
+ }
+
+ addr.y += unpack.z * TEXEL_HEIGHT;
+ }
+ // If discard is not triggered the output color is blue
+ }
+ else {
+ gl_FragColor = GREEN;
+ }
+}
+</script>
+
+
+<script>
+"use strict";
+
+description();
+debug("");
+debug("If the code is executed correctly, the upper half of the viewport will be green, the lower half will be red.");
+debug("This is a conformance suite test for the issue reported here : https://code.google.com/p/angleproject/issues/detail?id=706");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("output");
+var gl = wtu.create3DContext(canvas);
+if (!gl) {
+ testFailed("context does not exist");
+} else {
+
+ // Create texture filled with zero's
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ wtu.fillTexture(gl, tex, 256, 256, [0, 0, 0, 0]);
+
+ // Clear complete viewport to red
+ gl.clearColor(1.0, 0.0, 0.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ var attribBuffers = wtu.setupUnitQuad(gl, 0, 1);
+ var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["a_position", "a_tex_coords"], [0, 1], true);
+
+ // Bind texture
+ var uniformMap = wtu.getUniformMap(gl, program);
+ gl.activeTexture(gl.TEXTURE0);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.uniform1i(uniformMap.u_data.location, 0);
+
+ // Draw
+ wtu.drawUnitQuad(gl);
+
+ // Verify output
+ wtu.checkCanvasRect(gl, 0, 0, 256, 128, [ 255, 0, 0, 255 ], "should be red", 1);
+ wtu.checkCanvasRect(gl, 0, 128, 256, 128, [ 0, 255, 0, 255 ], "should be green", 1);
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+</body>
+</html>