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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/uniforms/out-of-bounds-uniform-array-access.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/uniforms/out-of-bounds-uniform-array-access.html | 168 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/uniforms/out-of-bounds-uniform-array-access.html b/dom/canvas/test/webgl-conf/checkout/conformance/uniforms/out-of-bounds-uniform-array-access.html new file mode 100644 index 0000000000..1defc8ee0e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/uniforms/out-of-bounds-uniform-array-access.html @@ -0,0 +1,168 @@ +<!-- +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> |