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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/point-with-gl-pointcoord-in-fragment-shader.html
@@ -0,0 +1,119 @@
+<!--
+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>WebGL Point with gl_PointCoord in Fragment Shader Test</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>
+<div id="description"></div>
+<canvas id="canvas" width="64" height="64"> </canvas>
+<div id="console"></div>
+<script id="vs" type="x-shader/x-vertex">
+varying vec4 v_color;
+
+// The X and Y coordinates of the center of the point.
+attribute vec2 a_vertex;
+
+uniform float u_pointSize;
+
+void main(void) {
+ gl_PointSize = u_pointSize;
+ gl_Position = vec4(a_vertex, 0.0, 1.0);
+
+ // The color of the point.
+ v_color = vec4(0.0, 1.0, 0.0, 1.0);
+}
+
+</script>
+<script id="fs" type="x-shader/x-fragment">
+precision mediump float;
+
+varying vec4 v_color;
+
+void main(void) {
+ // It seems as long as this mathematical expression references
+ // gl_PointCoord, the fragment's color is incorrect.
+ vec2 diff = gl_PointCoord - vec2(.5, .5);
+ if (length(diff) > 0.5)
+ discard;
+
+ // The point should be a solid color.
+ gl_FragColor = v_color;
+}
+</script>
+<script>
+"use strict";
+// Radar 13239314
+description("This is a regression test for a graphics driver bug affecting end caps on roads in MapsGL.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var canvasWidth = canvas.width;
+var canvasHeight = canvas.height;
+var output = document.getElementById("console");
+var gl = wtu.create3DContext(canvas);
+
+function runTest() {
+ var pointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
+ // This test can't really run without a maximum point size of at least 2
+ if (pointSizeRange[1] < 2.0) {
+ debug("This test needs a maximum ALIASED_POINT_SIZE_RANGE of at least 2");
+ return;
+ }
+
+ var vs = wtu.loadShaderFromScript(gl, "vs", gl.VERTEX_SHADER);
+ var fs = wtu.loadShaderFromScript(gl, "fs", gl.FRAGMENT_SHADER);
+ if (!vs || !fs) {
+ testFailed("Loading shaders failed");
+ return;
+ }
+
+ var program = wtu.setupProgram(gl, [vs, fs], ['a_vertex']);
+ if (!program) {
+ testFailed("Loading program failed");
+ return;
+ }
+
+ gl.useProgram(program);
+ gl.clearColor(0, 0, 0, 1.0);
+ gl.disable(gl.DEPTH_TEST);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ // uniform float u_pointSize;
+ var uni = gl.getUniformLocation(program, 'u_pointSize');
+ gl.uniform1f(uni, Math.min(20.0, pointSizeRange[1]));
+
+ // vertex
+ var buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ var vertexData = new Float32Array([
+ 0, 0,
+ ]);
+ gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+ gl.drawArrays(gl.POINTS, 0, 1);
+ wtu.checkCanvasRect(gl, canvasWidth / 2, canvasHeight / 2, 1, 1,
+ [0, 255, 0, 255], "Center pixel should be green", 2);
+}
+
+runTest();
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>