1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
|
<!--
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>ANGLE D3D11 Bug - Shader compilation error</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>
<script id="vs" type="x-shader/x-fragment">
precision mediump float;
uniform float A;
void main() {
bool B = bool(A);
float x = B ? -A : 1.+A;
float y = B ? 1.+A : -A;
gl_Position = vec4(x, y, 0, 0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
</script>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
// See http://crbug.com/371868 for original failing case.
description("This test checks an ANGLE D3D11 shader compiler error.");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking shader compilation and linking.");
checkCompilation();
}
function checkCompilation() {
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, document.getElementById("vs").text);
gl.compileShader(vs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
testFailed("Vertex Shader failed to compile: " + gl.getShaderInfoLog(vs));
return;
}
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, document.getElementById("fs").text);
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
testFailed("Fragment Shader failed to compile: " + gl.getShaderInfoLog(fs));
return;
}
var p = gl.createProgram();
gl.attachShader(p, vs);
gl.attachShader(p, fs);
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
testFailed("Program failed to link: " + gl.getProgramInfoLog(p));
return;
}
testPassed("Linked Successfully");
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>
|