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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>WebGL out of bounds uniform array access.</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="example" width="128" height="128" style="background: black;">
+</canvas>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+varying vec4 v_color;
+uniform float lineWidth;
+uniform int elemMult;
+uniform vec4 colorArray[6];
+void main()
+{
+ vec2 texcoord = vec2(vPosition.xy * 0.5 + vec2(0.5, 0.5));
+ int index = int(texcoord.x + texcoord.y * lineWidth) * elemMult;
+ v_color = colorArray[index];
+ gl_Position = vPosition;
+ gl_PointSize = 1.0;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 v_color;
+void main()
+{
+ gl_FragColor = v_color;
+}
+</script>
+<script>
+"use strict";
+debug("Tests a WebGL program that accesses out of bounds uniform array elements");
+
+var gl;
+var gridRes = 127;
+var lineWidthLoc;
+var elemMultLoc;
+var width = 128;
+var height = 128;
+var pixels = new Uint8Array(width * height * 4);
+
+var lineWidth = 0;
+var elemMult = 0;
+
+var knownColors = [
+ 1.0, 0.0, 0.0, 1.0, // Red
+ 0.0, 1.0, 0.0, 1.0, // Green
+ 0.0, 0.0, 1.0, 1.0, // Blue
+ 0.0, 1.0, 1.0, 1.0, // Cyan
+ 1.0, 0.0, 1.0, 1.0, // Magenta
+ 1.0, 1.0, 0.0, 1.0 // Yellow
+];
+
+function main() {
+ var wtu = WebGLTestUtils;
+ gl = wtu.create3DContext("example");
+ var program = wtu.setupProgram(
+ gl,
+ ['vshader', 'fshader'],
+ ['vPosition'], [0]);
+
+ // setupQuad produces the geometry we want for a gridRes x gridRes grid
+ // of points. No interpolation will be performed across the points, so
+ // according to the WebGL specification for out-of-bounds array accesses,
+ // we will get exactly the input colors from the uniform colorArray, or
+ // zero, for each pixel on the canvas.
+ wtu.setupIndexedQuad(gl, gridRes, 0);
+ var colorArrayLoc = gl.getUniformLocation(program, "colorArray[0]");
+ assertMsg(colorArrayLoc != null, "color array uniform should be found");
+ var colors = new Float32Array(knownColors);
+ gl.uniform4fv(colorArrayLoc, colors);
+ lineWidthLoc = gl.getUniformLocation(program, "lineWidth");
+ elemMultLoc = gl.getUniformLocation(program, "elemMult");
+ assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup.");
+ runOneIteration();
+}
+
+function withinEpsilon(val1, val2) {
+ return Math.abs(val1 - val2) < 0.0001;
+}
+
+function isKnownColor(r, g, b) {
+ if (r == 0 && g == 0 && b == 0)
+ return true;
+ for (var ii = 0; ii < knownColors.length; ii += 4) {
+ if (withinEpsilon(r / 255.0, knownColors[ii + 0]) &&
+ withinEpsilon(g / 255.0, knownColors[ii + 1]) &&
+ withinEpsilon(b / 255.0, knownColors[ii + 2]))
+ return true;
+ }
+ return false;
+}
+
+function runOneIteration() {
+ if (elemMult < 2048) {
+ var ok = true;
+ var startingLineWidth = lineWidth;
+ var firstFailingPixel = null;
+ var firstFailingValue = null;
+ for (; lineWidth < 2540; lineWidth += 31) {
+ // Draw
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.uniform1f(lineWidthLoc, lineWidth);
+ gl.uniform1i(elemMultLoc, elemMult);
+ gl.drawArrays(gl.POINTS, 0, gridRes * gridRes);
+
+ // Read back
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+
+ // Verify
+ for (var y = 0; y < height; ++y) {
+ for (var x = 0; x < width; ++x) {
+ if (!isKnownColor(pixels[4 * (width * y + x) + 0],
+ pixels[4 * (width * y + x) + 1],
+ pixels[4 * (width * y + x) + 2])) {
+ ok = false;
+ if (firstFailingPixel == null) {
+ firstFailingPixel = [x, y];
+ firstFailingValue = [pixels[4 * (width * y + x) + 0],
+ pixels[4 * (width * y + x) + 1],
+ pixels[4 * (width * y + x) + 2]];
+ }
+ }
+ }
+ }
+ }
+ var endingLineWidth = lineWidth - 31;
+ lineWidth -= 2540;
+ if (ok) {
+ testPassed("Good rendering results for lineWidths " +
+ startingLineWidth + "..." + endingLineWidth +
+ " at elemMult=" + elemMult);
+ } else {
+ testFailed("for lineWidth=" + lineWidth + ", elemMult=" + elemMult +
+ ": first failing pixel (" + firstFailingPixel[0] + ", " + firstFailingPixel[1] + ") was (" +
+ firstFailingValue[0] + ", " +
+ firstFailingValue[1] + ", " +
+ firstFailingValue[2] + "), should be (0, 0, 0) or one of known colors");
+ }
+ elemMult += 73;
+ setTimeout(runOneIteration, 0);
+ } else {
+ finishTest();
+ }
+}
+
+main();
+
+var successfullyParsed = true;
+
+</script>
+</body>
+</html>