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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/uniforms-should-not-lose-values.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/uniforms-should-not-lose-values.html | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/uniforms-should-not-lose-values.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/uniforms-should-not-lose-values.html new file mode 100644 index 0000000000..fc99f0f87f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/uniforms-should-not-lose-values.html @@ -0,0 +1,81 @@ +<!-- +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>Driver Bug - Uniforms should no lose values</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="canvas" width="512" height="256"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +uniform float k,u; +uniform mat4 l; +attribute vec3 a; +void main(){ + gl_Position=l*vec4(a,1.+u+k); +} +</script> +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +uniform float w,x,y,z; +void main() { + gl_FragColor=vec4(1.-y,y,w+x+z,1); +} +</script> +<script> +"use strict"; +// Certain drivers fail this test. Specifically Mac NVidia GT 330 on OSX 10.8.2 +description(); +debug(""); +var wtu = WebGLTestUtils; +function test() { + var gl = wtu.create3DContext("canvas"); + if (!gl) { + testFailed("context does not exist"); + return; + } + + wtu.setupUnitQuad(gl); + var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a"], undefined, true); + + var setUniformf = function(name, val) { + var loc = gl.getUniformLocation(program, name); + var func = 'uniform' + val.length + 'fv'; + gl[func](loc, val); + }; + + var setUniformMat = function(name, val) { + var loc = gl.getUniformLocation(program, name); + var func = 'uniformMatrix' + Math.sqrt(val.length) + 'fv'; + gl[func](loc, false, val); + }; + + setUniformMat('l', [1, 0 ,0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]); + gl.viewport(0, 0, 256, 256); + setUniformf('y', [0]); + wtu.drawUnitQuad(gl); + gl.viewport(256, 0, 256, 256); + setUniformf('y', [1]); + wtu.drawUnitQuad(gl); + wtu.checkCanvasRect(gl, 0, 0, 256, 256, [255, 0, 0, 255]); + wtu.checkCanvasRect(gl, 256, 0, 256, 256, [0, 255, 0, 255]); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} +test(); +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> + |