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