content/canvas/test/webgl-conformance/conformance/glsl/misc/glsl-vertex-branch.html

Thu, 15 Jan 2015 21:03:48 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 15 Jan 2015 21:03:48 +0100
branch
TOR_BUG_9701
changeset 11
deefc01c0e14
permissions
-rw-r--r--

Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)

michael@0 1 <!--
michael@0 2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
michael@0 3 Use of this source code is governed by a BSD-style license that can be
michael@0 4 found in the LICENSE file.
michael@0 5 -->
michael@0 6 <!DOCTYPE html>
michael@0 7 <html>
michael@0 8 <head>
michael@0 9 <meta charset="utf-8">
michael@0 10 <title>GLSL function nodes Test</title>
michael@0 11 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
michael@0 12 <link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
michael@0 13 <script src="../../../resources/js-test-pre.js"></script>
michael@0 14 <script src="../../resources/webgl-test.js"> </script>
michael@0 15 <script src="../../resources/webgl-test-utils.js"> </script>
michael@0 16
michael@0 17 <script id="vshaderNoBranch", type="x-shader/x-vertex">
michael@0 18 attribute vec3 aPosition;
michael@0 19 uniform float redIntensity;
michael@0 20
michael@0 21 varying vec4 vColor;
michael@0 22
michael@0 23 float MADBug(float paramValue) {
michael@0 24 float localVar = 1.0;
michael@0 25 return 0.25 * ceil(localVar) + paramValue;
michael@0 26 }
michael@0 27
michael@0 28 void main(void) {
michael@0 29 gl_Position = vec4(aPosition, 1.0);
michael@0 30 vColor = vec4(MADBug(redIntensity), 0., 0., 1.);
michael@0 31 }
michael@0 32 </script>
michael@0 33
michael@0 34 <script id="vshaderBranch", type="x-shader/x-vertex">
michael@0 35 attribute vec3 aPosition;
michael@0 36 uniform float redIntensity;
michael@0 37
michael@0 38 varying vec4 vColor;
michael@0 39
michael@0 40 float MADBug(float paramValue) {
michael@0 41 float localVar = 1.0;
michael@0 42 return 0.25 * ceil(localVar) + paramValue;
michael@0 43 }
michael@0 44
michael@0 45 void main(void) {
michael@0 46 float condition = 42.;
michael@0 47 if (condition == 0.) {}
michael@0 48 gl_Position = vec4(aPosition, 1.0);
michael@0 49 vColor = vec4(MADBug(redIntensity), 0., 0., 1.);
michael@0 50 }
michael@0 51 </script>
michael@0 52
michael@0 53 <script id="fshader", type="x-shader/x-fragment">
michael@0 54 #if defined(GL_ES)
michael@0 55 precision mediump float;
michael@0 56 #endif
michael@0 57 varying vec4 vColor;
michael@0 58 void main()
michael@0 59 {
michael@0 60 gl_FragColor = vColor;
michael@0 61 }
michael@0 62 </script>
michael@0 63 </head>
michael@0 64 <body>
michael@0 65 <canvas id="canvasNoBranch" width="50" height="50"></canvas>
michael@0 66 <canvas id="canvasBranch" width="50" height="50"></canvas>
michael@0 67 <div id="description">This tests against a Mac driver bug related to branches
michael@0 68 inside of Vertex Shaders.</div>
michael@0 69 <div id="console"></div>
michael@0 70 <script>
michael@0 71 var width = 50;
michael@0 72 var height = 50;
michael@0 73
michael@0 74 function drawAndRead(canvasID, vshaderID, buffer)
michael@0 75 {
michael@0 76 var gl = initWebGL(canvasID, vshaderID, "fshader", ["aPosition"], [0, 0, 0, 1], 1);
michael@0 77 var vertexObject = gl.createBuffer();
michael@0 78 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
michael@0 79 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -1,-1,0, 1,-1,0 ]), gl.STATIC_DRAW);
michael@0 80 gl.enableVertexAttribArray(0);
michael@0 81 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
michael@0 82
michael@0 83 var loc = gl.getUniformLocation(gl.program, "redIntensity");
michael@0 84 gl.uniform1f(loc, 0.75);
michael@0 85 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
michael@0 86 gl.drawArrays(gl.TRIANGLES, 0, 3);
michael@0 87 gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
michael@0 88 if (gl.getError() != gl.NO_ERROR)
michael@0 89 return false;
michael@0 90 return true;
michael@0 91 }
michael@0 92
michael@0 93 function compareRendering(buffer1, buffer2, tol)
michael@0 94 {
michael@0 95 for (var i = 0; i < width * height * 4; ++i) {
michael@0 96 if (Math.abs(buffer1[i] - buffer2[i]) > tol)
michael@0 97 return false;
michael@0 98 }
michael@0 99 return true;
michael@0 100 }
michael@0 101
michael@0 102 function init()
michael@0 103 {
michael@0 104 if (window.initNonKhronosFramework) {
michael@0 105 window.initNonKhronosFramework(false);
michael@0 106 }
michael@0 107
michael@0 108 description("tests vertex shader with branch");
michael@0 109
michael@0 110 var bufBranch = new Uint8Array(width * height * 4);
michael@0 111 var bufNoBranch = new Uint8Array(width * height * 4);
michael@0 112
michael@0 113 if (drawAndRead("canvasBranch", "vshaderBranch", bufBranch) == false ||
michael@0 114 drawAndRead("canvasNoBranch", "vshaderNoBranch", bufNoBranch) == false) {
michael@0 115 testFailed("Setup failed");
michael@0 116 } else {
michael@0 117 if (compareRendering(bufBranch, bufNoBranch, 4) == false)
michael@0 118 testFailed("Rendering results are different");
michael@0 119 else
michael@0 120 testPassed("Rendering results are the same");
michael@0 121 }
michael@0 122 }
michael@0 123
michael@0 124 init();
michael@0 125 successfullyParsed = true;
michael@0 126 </script>
michael@0 127 <script>finishTest();</script>
michael@0 128 </body>
michael@0 129 </html>
michael@0 130

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