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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sampler-struct-function-arg.html | 113 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sampler-struct-function-arg.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sampler-struct-function-arg.html new file mode 100644 index 0000000000..f2bc755444 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/sampler-struct-function-arg.html @@ -0,0 +1,113 @@ +<!-- +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>Passing a struct containing a sampler to a function.</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="64" height="64"></canvas> +<div id="description"></div> +<div id="console"></div> + +<script id="shader-fs" type="x-shader/x-fragment"> + precision mediump float; + + struct SomeStruct{ + sampler2D source; + }; + + vec4 fun(SomeStruct s){ + return texture2D(s.source, vec2(0.5)); + } + + uniform SomeStruct green; + void main(){ + gl_FragColor = fun(green); + } +</script> + +<script id="shader-fs-array" type="x-shader/x-fragment"> + precision mediump float; + + struct SomeStruct{ + sampler2D source; + }; + + vec4 fun(SomeStruct s[2]){ + return texture2D(s[0].source, vec2(0.5)); + } + + uniform SomeStruct green[2]; + void main(){ + gl_FragColor = fun(green); + } +</script> + +<script> +"use strict"; + +description(); +debug("If the test passes correctly the viewport will be green."); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("output"); +var gl = wtu.create3DContext(canvas); + +var textureGreen; + +var createGreenTexture = function() { + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + 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); + wtu.fillTexture(gl, texture, 1, 1, [0, 255, 0, 255]); + gl.bindTexture(gl.TEXTURE_2D, null); + return texture; +}; + +var test = function(fragShaderId, texUniformName) { + var program = wtu.setupProgram(gl, [wtu.simpleVertexShader, fragShaderId], ["a_position"], [0], true); + + if (!program) { + testFailed("Shader compilation/link failed"); + } else { + // Bind texture + var uniformMap = wtu.getUniformMap(gl, program); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, textureGreen); + gl.uniform1i(uniformMap[texUniformName].location, 0); + + // Draw + wtu.clearAndDrawUnitQuad(gl); + + // Verify output + wtu.checkCanvasRect(gl, 0, 128, 256, 128, [0, 255,0, 255], "should be green", 1); + } +}; + +if (!gl) { + testFailed("context does not exist"); +} else { + wtu.setupUnitQuad(gl, 0, 1); + textureGreen = createGreenTexture(); + test("shader-fs", "green.source"); + test("shader-fs-array", "green[0].source"); +} +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> |