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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>GLSL function nodes Test</title>
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
+<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
+<script src="../../../js/js-test-pre.js"></script>
+<script src="../../../js/webgl-test-utils.js"> </script>
+
+<script id="vshaderFunction" type="x-shader/x-vertex">
+attribute vec4 aPosition;
+varying vec4 vColor;
+
+float sign_emu(float value) {
+ if (value == 0.0) return 0.0;
+ return value > 0.0 ? 1.0 : -1.0;
+}
+
+void main()
+{
+ gl_Position = aPosition;
+ vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
+ vec4 color = vec4(
+ texcoord,
+ texcoord.x * texcoord.y,
+ (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
+ vColor = vec4(
+ sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
+ sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
+ 0,
+ 1);
+}
+</script>
+
+<script id="vshaderMacro" type="x-shader/x-vertex">
+attribute vec4 aPosition;
+varying vec4 vColor;
+
+#define sign_emu(value) ((value) == 0.0 ? 0.0 : ((value) > 0.0 ? 1.0 : -1.0))
+
+void main()
+{
+ gl_Position = aPosition;
+ vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
+ vec4 color = vec4(
+ texcoord,
+ texcoord.x * texcoord.y,
+ (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
+ vColor = vec4(
+ sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
+ sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
+ 0,
+ 1);
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 vColor;
+void main()
+{
+ gl_FragColor = vColor;
+}
+</script>
+</head>
+<body>
+<canvas id="canvasFunction" width="50" height="50"></canvas>
+<canvas id="canvasMacro" width="50" height="50"></canvas>
+<div id="description">This tests against a Mac driver bug related to function calls.</div>
+<div id="console"></div>
+<script>
+"use strict";
+var width = 50;
+var height = 50;
+var wtu = WebGLTestUtils;
+
+function drawAndRead(canvasID, vshaderID, buffer)
+{
+ var gl = wtu.create3DContext(canvasID);
+ var program = wtu.setupProgram(gl, [vshaderID, "fshader"], ["aPosition"]);
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
+ if (gl.getError() != gl.NO_ERROR)
+ return false;
+ return true;
+}
+
+function compareRendering(buffer1, buffer2, tol)
+{
+ for (var i = 0; i < width * height * 4; ++i) {
+ if (Math.abs(buffer1[i] - buffer2[i]) > tol)
+ return false;
+ }
+ return true;
+}
+
+function init()
+{
+ description("tests function nodes");
+
+ var bufFunction = new Uint8Array(width * height * 4);
+ var bufMacro = new Uint8Array(width * height * 4);
+
+ if (drawAndRead("canvasFunction", "vshaderFunction", bufFunction) == false ||
+ drawAndRead("canvasMacro", "vshaderMacro", bufMacro) == false) {
+ testFailed("Setup failed");
+ } else {
+ if (compareRendering(bufFunction, bufMacro, 4) == false)
+ testFailed("Rendering results are different");
+ else
+ testPassed("Rendering results are the same");
+ }
+}
+
+init();
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+</body>
+</html>