content/canvas/test/webgl-conformance/conformance/glsl/misc/glsl-vertex-branch.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-vertex-branch.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,130 @@
     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="vshaderNoBranch", type="x-shader/x-vertex">
    1.21 +attribute vec3 aPosition;
    1.22 +uniform float redIntensity;
    1.23 +
    1.24 +varying vec4 vColor;
    1.25 +
    1.26 +float MADBug(float paramValue) {
    1.27 +  float localVar = 1.0;
    1.28 +  return 0.25 * ceil(localVar) + paramValue;
    1.29 +}
    1.30 +
    1.31 +void main(void) {
    1.32 +    gl_Position = vec4(aPosition, 1.0);
    1.33 +    vColor = vec4(MADBug(redIntensity), 0., 0., 1.);
    1.34 +}
    1.35 +</script>
    1.36 +
    1.37 +<script id="vshaderBranch", type="x-shader/x-vertex">
    1.38 +attribute vec3 aPosition;
    1.39 +uniform float redIntensity;
    1.40 +
    1.41 +varying vec4 vColor;
    1.42 +
    1.43 +float MADBug(float paramValue) {
    1.44 +  float localVar = 1.0;
    1.45 +  return 0.25 * ceil(localVar) + paramValue;
    1.46 +}
    1.47 +
    1.48 +void main(void) {
    1.49 +    float condition = 42.;
    1.50 +    if (condition == 0.) {}
    1.51 +    gl_Position = vec4(aPosition, 1.0);
    1.52 +    vColor = vec4(MADBug(redIntensity), 0., 0., 1.);
    1.53 +}
    1.54 +</script>
    1.55 +
    1.56 +<script id="fshader", type="x-shader/x-fragment">
    1.57 +#if defined(GL_ES)
    1.58 +precision mediump float;
    1.59 +#endif
    1.60 +varying vec4 vColor;
    1.61 +void main()
    1.62 +{
    1.63 +   gl_FragColor = vColor;
    1.64 +}
    1.65 +</script>
    1.66 +</head>
    1.67 +<body>
    1.68 +<canvas id="canvasNoBranch" width="50" height="50"></canvas>
    1.69 +<canvas id="canvasBranch" width="50" height="50"></canvas>
    1.70 +<div id="description">This tests against a Mac driver bug related to branches
    1.71 + inside of Vertex Shaders.</div>
    1.72 +<div id="console"></div>
    1.73 +<script>
    1.74 +var width = 50;
    1.75 +var height = 50;
    1.76 +
    1.77 +function drawAndRead(canvasID, vshaderID, buffer)
    1.78 +{
    1.79 +    var gl = initWebGL(canvasID, vshaderID, "fshader", ["aPosition"], [0, 0, 0, 1], 1);
    1.80 +    var vertexObject = gl.createBuffer();
    1.81 +    gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    1.82 +    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -1,-1,0, 1,-1,0 ]), gl.STATIC_DRAW);
    1.83 +    gl.enableVertexAttribArray(0);
    1.84 +    gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
    1.85 +
    1.86 +    var loc = gl.getUniformLocation(gl.program, "redIntensity");
    1.87 +    gl.uniform1f(loc, 0.75);
    1.88 +    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    1.89 +    gl.drawArrays(gl.TRIANGLES, 0, 3);
    1.90 +    gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
    1.91 +    if (gl.getError() != gl.NO_ERROR)
    1.92 +        return false;
    1.93 +    return true;
    1.94 +}
    1.95 +
    1.96 +function compareRendering(buffer1, buffer2, tol)
    1.97 +{
    1.98 +    for (var i = 0; i < width * height * 4; ++i) {
    1.99 +        if (Math.abs(buffer1[i] - buffer2[i]) > tol)
   1.100 +            return false;
   1.101 +    }
   1.102 +    return true;
   1.103 +}
   1.104 +
   1.105 +function init()
   1.106 +{
   1.107 +    if (window.initNonKhronosFramework) {
   1.108 +        window.initNonKhronosFramework(false);
   1.109 +    }
   1.110 +
   1.111 +    description("tests vertex shader with branch");
   1.112 +
   1.113 +    var bufBranch = new Uint8Array(width * height * 4);
   1.114 +    var bufNoBranch = new Uint8Array(width * height * 4);
   1.115 +
   1.116 +    if (drawAndRead("canvasBranch", "vshaderBranch", bufBranch) == false ||
   1.117 +        drawAndRead("canvasNoBranch", "vshaderNoBranch", bufNoBranch) == false) {
   1.118 +        testFailed("Setup failed");
   1.119 +    } else {
   1.120 +        if (compareRendering(bufBranch, bufNoBranch, 4) == false)
   1.121 +            testFailed("Rendering results are different");
   1.122 +        else
   1.123 +            testPassed("Rendering results are the same");
   1.124 +    }
   1.125 +}
   1.126 +
   1.127 +init();
   1.128 +successfullyParsed = true;
   1.129 +</script>
   1.130 +<script>finishTest();</script>
   1.131 +</body>
   1.132 +</html>
   1.133 +

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