content/canvas/test/webgl-conformance/conformance/glsl/misc/glsl-function-nodes.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/glsl/misc/glsl-function-nodes.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,139 @@
     1.4 +<!--
     1.5 +Copyright (c) 2011 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 + -->
     1.9 +<!DOCTYPE html>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<title>GLSL function nodes Test</title>
    1.14 +<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
    1.15 +<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
    1.16 +<script src="../../../resources/js-test-pre.js"></script>
    1.17 +<script src="../../resources/webgl-test.js"> </script>
    1.18 +<script src="../../resources/webgl-test-utils.js"> </script>
    1.19 +
    1.20 +<script id="vshaderFunction", type="x-shader/x-vertex">
    1.21 +attribute vec4 aPosition;
    1.22 +varying vec4 vColor;
    1.23 +
    1.24 +float sign_emu(float value) {
    1.25 +  if (value == 0.0) return 0.0;
    1.26 +  return value > 0.0 ? 1.0 : -1.0;
    1.27 +}
    1.28 +
    1.29 +void main()
    1.30 +{
    1.31 +   gl_Position = aPosition;
    1.32 +   vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
    1.33 +   vec4 color = vec4(
    1.34 +       texcoord,
    1.35 +       texcoord.x * texcoord.y,
    1.36 +       (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
    1.37 +   vColor = vec4(
    1.38 +    sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
    1.39 +    sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
    1.40 +    0,
    1.41 +    1);
    1.42 +}
    1.43 +</script>
    1.44 +
    1.45 +<script id="vshaderMacro", type="x-shader/x-vertex">
    1.46 +attribute vec4 aPosition;
    1.47 +varying vec4 vColor;
    1.48 +
    1.49 +#define sign_emu(value) ((value) == 0.0 ? 0.0 : ((value) > 0.0 ? 1.0 : -1.0))
    1.50 +
    1.51 +void main()
    1.52 +{
    1.53 +   gl_Position = aPosition;
    1.54 +   vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
    1.55 +   vec4 color = vec4(
    1.56 +       texcoord,
    1.57 +       texcoord.x * texcoord.y,
    1.58 +       (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
    1.59 +   vColor = vec4(
    1.60 +    sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
    1.61 +    sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
    1.62 +    0,
    1.63 +    1);
    1.64 +}
    1.65 +</script>
    1.66 +
    1.67 +<script id="fshader", type="x-shader/x-fragment">
    1.68 +#if defined(GL_ES)
    1.69 +precision mediump float;
    1.70 +#endif
    1.71 +varying vec4 vColor;
    1.72 +void main()
    1.73 +{
    1.74 +   gl_FragColor = vColor;
    1.75 +}
    1.76 +</script>
    1.77 +</head>
    1.78 +<body>
    1.79 +<canvas id="canvasFunction" width="50" height="50"></canvas>
    1.80 +<canvas id="canvasMacro" width="50" height="50"></canvas>
    1.81 +<div id="description">This tests against a Mac driver bug related to function calls.</div>
    1.82 +<div id="console"></div>
    1.83 +<script>
    1.84 +var width = 50;
    1.85 +var height = 50;
    1.86 +
    1.87 +function drawAndRead(canvasID, vshaderID, buffer)
    1.88 +{
    1.89 +    var gl = initWebGL(canvasID, vshaderID, "fshader", ["aPosition"], [0, 0, 0, 1], 1);
    1.90 +    var vertexObject = gl.createBuffer();
    1.91 +    gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    1.92 +    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
    1.93 +    gl.enableVertexAttribArray(0);
    1.94 +    gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
    1.95 +
    1.96 +    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    1.97 +    gl.drawArrays(gl.TRIANGLES, 0, 3);
    1.98 +    gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
    1.99 +    if (gl.getError() != gl.NO_ERROR)
   1.100 +        return false;
   1.101 +    return true;
   1.102 +}
   1.103 +
   1.104 +function compareRendering(buffer1, buffer2, tol)
   1.105 +{
   1.106 +    for (var i = 0; i < width * height * 4; ++i) {
   1.107 +        if (Math.abs(buffer1[i] - buffer2[i]) > tol)
   1.108 +            return false;
   1.109 +    }
   1.110 +    return true;
   1.111 +}
   1.112 +
   1.113 +function init()
   1.114 +{
   1.115 +    if (window.initNonKhronosFramework) {
   1.116 +        window.initNonKhronosFramework(false);
   1.117 +    }
   1.118 +
   1.119 +    description("tests function nodes");
   1.120 +
   1.121 +    var bufFunction = new Uint8Array(width * height * 4);
   1.122 +    var bufMacro = new Uint8Array(width * height * 4);
   1.123 +
   1.124 +    if (drawAndRead("canvasFunction", "vshaderFunction", bufFunction) == false ||
   1.125 +        drawAndRead("canvasMacro", "vshaderMacro", bufMacro) == false) {
   1.126 +        testFailed("Setup failed");
   1.127 +    } else {
   1.128 +        if (compareRendering(bufFunction, bufMacro, 4) == false)
   1.129 +            testFailedRender("Rendering results are different", bufMacro,
   1.130 +                             bufFunction, width, height);
   1.131 +        else
   1.132 +            testPassed("Rendering results are the same");
   1.133 +    }
   1.134 +}
   1.135 +
   1.136 +init();
   1.137 +successfullyParsed = true;
   1.138 +</script>
   1.139 +<script>finishTest();</script>
   1.140 +</body>
   1.141 +</html>
   1.142 +

mercurial