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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>Qualcomm program link crash Tests</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 id='vshader1' type='x-shader/x-vertex'>
+precision highp float;
+void main() {
+gl_Position = vec4( 1.0, 1.0, 1.0, 1.0 );
+}
+</script>
+<script id='fshader1' type='x-shader/x-fragment'>
+precision highp float;
+uniform int renderType;
+uniform sampler2D texMap;
+void main() {
+ vec2 uv = vec2(0.0, 0.0);
+ if( renderType == 0 ) {
+ gl_FragColor = texture2D( texMap, uv );
+ } else {
+ vec4 texture = texture2D( texMap, uv );
+ gl_FragColor = texture;
+ }
+}
+</script>
+
+<script id='vshader2' type='x-shader/x-vertex'>
+attribute vec3 vertex_position;
+uniform mat4 matrix_model;
+uniform mat4 matrix_viewProjection;
+
+attribute vec4 vertex_boneWeights;
+attribute vec4 vertex_boneIndices;
+
+uniform sampler2D texture_poseMap;
+uniform vec2 texture_poseMapSize;
+
+mat4 getBoneMatrix(const in float i)
+{
+ float j = i * 4.0;
+ float x = mod(j, float(texture_poseMapSize.x));
+ float y = floor(j / float(texture_poseMapSize.x));
+
+ float dx = 1.0 / float(texture_poseMapSize.x);
+ float dy = 1.0 / float(texture_poseMapSize.y);
+
+ y = dy * (y + 0.5);
+
+ vec4 v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y));
+ vec4 v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y));
+ vec4 v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y));
+ vec4 v4 = texture2D(texture_poseMap, vec2(dx * (x + 3.5), y));
+
+ mat4 bone = mat4(v1, v2, v3, v4);
+
+ return bone;
+}
+
+void main(void)
+{
+ mat4 modelMatrix = vertex_boneWeights.x * getBoneMatrix(vertex_boneIndices.x) +
+ vertex_boneWeights.y * getBoneMatrix(vertex_boneIndices.y) +
+ vertex_boneWeights.z * getBoneMatrix(vertex_boneIndices.z) +
+ vertex_boneWeights.w * getBoneMatrix(vertex_boneIndices.w);
+
+ vec4 positionW = modelMatrix * vec4(vertex_position, 1.0);
+ gl_Position = matrix_viewProjection * positionW;
+
+}
+</script>
+<script id='fshader2' type='x-shader/x-fragment'>
+precision highp float;
+void main() {
+ gl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 );
+}
+</script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description("This test checks a known bug in some Qualcomm drivers which causes crashes when linking certain shaders. <a href='https://code.google.com/p/chromium/issues/detail?id=498947'>crbug.com/498947</a>");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext();
+
+gl.canvas.addEventListener("webglcontextlost", function(e) {
+ testFailed("WebGL context lost");
+});
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+ debug("");
+
+ if (gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision == 0) {
+ testPassed("highp precision not supported");
+ } else {
+ var program1 = wtu.setupProgram(gl, ['vshader1', 'fshader1']);
+ if (!gl.getProgramParameter(program1, gl.LINK_STATUS)) {
+ testFailed("Program failed to link");
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+
+ debug("");
+
+ var program2 = wtu.setupProgram(gl, ['vshader2', 'fshader2']);
+ if (!gl.getProgramParameter(program2, gl.LINK_STATUS)) {
+ testFailed("Program failed to link");
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+ }
+}
+
+// Cycle through a rAF once to give any webglcontextlost events a chance to propagate
+window.requestAnimationFrame(function() { finishTest(); });
+
+debug("");
+var successfullyParsed = true;
+</script>
+
+</body>
+</html>