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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/bool-type-cast-bug-uint-ivec-uvec.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/bool-type-cast-bug-uint-ivec-uvec.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/bool-type-cast-bug-uint-ivec-uvec.html new file mode 100644 index 0000000000..88af6137c5 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/bool-type-cast-bug-uint-ivec-uvec.html @@ -0,0 +1,368 @@ +<!-- +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>Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly (Mac AMD driver bug)</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> +<canvas id="canvas" width="2" height="2"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader-uint-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out uint uvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + uvalue = uint(bvalue); +} +</script> +<script id="fshader-uint-1" type="x-shader/x-fragment">#version 300 es +flat in uint uvalue; +out highp vec4 myFragColor; + +void main() { + if (uvalue == 1u) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == 0u) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-simple" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; + +void main() { + gl_Position = vec4(aPosition, 1); +} +</script> +<script id="fshader-uint-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + uint uvalue = uint(bvalue); + + if (uvalue == 1u) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == 0u) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-ivec2-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out ivec2 ivalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + ivalue = ivec2(bvec2(bvalue, bvalue)); +} +</script> +<script id="fshader-ivec2-1" type="x-shader/x-fragment">#version 300 es +flat in ivec2 ivalue; +out highp vec4 myFragColor; + +void main() { + if (ivalue == ivec2(1, 1)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == ivec2(0, 0)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="fshader-ivec2-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + ivec2 ivalue = ivec2(bvec2(bvalue, bvalue)); + + if (ivalue == ivec2(1, 1)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == ivec2(0, 0)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-uvec2-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out uvec2 uvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + uvalue = uvec2(bvec2(bvalue, bvalue)); +} +</script> +<script id="fshader-uvec2-1" type="x-shader/x-fragment">#version 300 es +flat in uvec2 uvalue; +out highp vec4 myFragColor; + +void main() { + if (uvalue == uvec2(1u, 1u)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == uvec2(0u, 0u)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="fshader-uvec2-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + uvec2 uvalue = uvec2(bvec2(bvalue, bvalue)); + + if (uvalue == uvec2(1u, 1u)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == uvec2(0u, 0u)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-ivec3-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out ivec3 ivalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + ivalue = ivec3(bvec3(bvalue, bvalue, bvalue)); +} +</script> +<script id="fshader-ivec3-1" type="x-shader/x-fragment">#version 300 es +flat in ivec3 ivalue; +out highp vec4 myFragColor; + +void main() { + if (ivalue == ivec3(1, 1, 1)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == ivec3(0, 0, 0)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="fshader-ivec3-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + ivec3 ivalue = ivec3(bvec3(bvalue, bvalue, bvalue)); + + if (ivalue == ivec3(1, 1, 1)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == ivec3(0, 0, 0)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-uvec3-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out uvec3 uvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + uvalue = uvec3(bvec3(bvalue, bvalue, bvalue)); +} +</script> +<script id="fshader-uvec3-1" type="x-shader/x-fragment">#version 300 es +flat in uvec3 uvalue; +out highp vec4 myFragColor; + +void main() { + if (uvalue == uvec3(1u, 1u, 1u)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == uvec3(0u, 0u, 0u)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="fshader-uvec3-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + uvec3 uvalue = uvec3(bvec3(bvalue, bvalue, bvalue)); + + if (uvalue == uvec3(1u, 1u, 1u)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == uvec3(0u, 0u, 0u)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-ivec4-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out ivec4 ivalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + ivalue = ivec4(bvec4(bvalue, bvalue, bvalue, bvalue)); +} +</script> +<script id="fshader-ivec4-1" type="x-shader/x-fragment">#version 300 es +flat in ivec4 ivalue; +out highp vec4 myFragColor; + +void main() { + if (ivalue == ivec4(1, 1, 1, 1)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == ivec4(0, 0, 0, 0)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="fshader-ivec4-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + ivec4 ivalue = ivec4(bvec4(bvalue, bvalue, bvalue, bvalue)); + + if (ivalue == ivec4(1, 1, 1, 1)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (ivalue == ivec4(0, 0, 0, 0)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="vshader-uvec4-1" type="x-shader/x-vertex">#version 300 es +in vec3 aPosition; +flat out uvec4 uvalue; +uniform bool bvalue; + +void main() { + gl_Position = vec4(aPosition, 1); + uvalue = uvec4(bvec4(bvalue, bvalue, bvalue, bvalue)); +} +</script> +<script id="fshader-uvec4-1" type="x-shader/x-fragment">#version 300 es +flat in uvec4 uvalue; +out highp vec4 myFragColor; + +void main() { + if (uvalue == uvec4(1u, 1u, 1u, 1u)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == uvec4(0u, 0u, 0u, 0u)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script id="fshader-uvec4-2" type="x-shader/x-fragment">#version 300 es +uniform bool bvalue; +out highp vec4 myFragColor; + +void main() { + uvec4 uvalue = uvec4(bvec4(bvalue, bvalue, bvalue, bvalue)); + + if (uvalue == uvec4(1u, 1u, 1u, 1u)) + myFragColor = vec4(1.0, 0.0, 0.0, 1.0); + else if (uvalue == uvec4(0u, 0u, 0u, 0u)) + myFragColor = vec4(0.0, 1.0, 0.0, 1.0); + else + myFragColor = vec4(0.0, 0.0, 0.0, 1.0); +} +</script> + +<script type="application/javascript"> +"use strict"; +description("Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly"); +debug(""); +var wtu = WebGLTestUtils; +function test() { + var gl = wtu.create3DContext("canvas", undefined, 2); + if (!gl) { + testFailed("context does not exist"); + return; + } + wtu.setupUnitQuad(gl); + + var testCases = [ + { vshader: "vshader-uint-1", fshader: "fshader-uint-1", desc: "vertex shader uint" }, + { vshader: "vshader-simple", fshader: "fshader-uint-2", desc: "fragment shader uint" }, + { vshader: "vshader-ivec2-1", fshader: "fshader-ivec2-1", desc: "vertex shader ivec2" }, + { vshader: "vshader-simple", fshader: "fshader-ivec2-2", desc: "fragment shader ivec2" }, + { vshader: "vshader-uvec2-1", fshader: "fshader-uvec2-1", desc: "vertex shader uvec2" }, + { vshader: "vshader-simple", fshader: "fshader-uvec2-2", desc: "fragment shader uvec2" }, + { vshader: "vshader-ivec3-1", fshader: "fshader-ivec3-1", desc: "vertex shader ivec3" }, + { vshader: "vshader-simple", fshader: "fshader-ivec3-2", desc: "fragment shader ivec3" }, + { vshader: "vshader-uvec3-1", fshader: "fshader-uvec3-1", desc: "vertex shader uvec3" }, + { vshader: "vshader-simple", fshader: "fshader-uvec3-2", desc: "fragment shader uvec3" }, + { vshader: "vshader-ivec4-1", fshader: "fshader-ivec4-1", desc: "vertex shader ivec4" }, + { vshader: "vshader-simple", fshader: "fshader-ivec4-2", desc: "fragment shader ivec4" }, + { vshader: "vshader-uvec4-1", fshader: "fshader-uvec4-1", desc: "vertex shader uvec4" }, + { vshader: "vshader-simple", fshader: "fshader-uvec4-2", desc: "fragment shader uvec4" }, + ]; + + for (var idx = 0; idx < testCases.length; ++idx) { + var test = testCases[idx]; + + debug(""); + var program = wtu.setupProgram(gl, [test.vshader, test.fshader], ["aPosition"]); + if (!program) { + testFailed("Fail to set up program"); + } else { + var uniformLoc = gl.getUniformLocation(program, 'bvalue'); + debug("Testing " + test.desc + " with false"); + gl.uniform1i(uniformLoc, 0); + wtu.drawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255]); + debug("Testing " + test.desc + " with true"); + gl.uniform1i(uniformLoc, 1); + wtu.drawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 0, 255]); + gl.deleteProgram(program); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from testing"); + } + } +}; + +test(); + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> + |