complex-glsl-does-not-crash.html (7436B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <title>Driver Bug - complex glsl should not crash</title> 12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 13 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> 14 <script src="../../../js/js-test-pre.js"></script> 15 <script src="../../../js/webgl-test-utils.js"></script> 16 <script src="../../../js/glsl-conformance-test.js"></script> 17 </head> 18 <body> 19 <div id="description"></div> 20 <div id="console"></div> 21 <canvas id="example" width="2" height="2"> </canvas> 22 <script id="vshader" type="x-shader/x-vertex"> 23 attribute vec4 a_position; 24 void main() 25 { 26 gl_Position = a_position; 27 } 28 </script> 29 <script id="fshader" type="x-shader/x-vertex"> 30 precision mediump float; 31 varying vec4 v_varying; 32 void main() 33 { 34 gl_FragColor = v_varying; 35 } 36 </script> 37 <script id="vshaderArrayTest" type="x-shader/x-vertex"> 38 attribute vec4 a_position; 39 varying vec4 v_varying; 40 uniform $(type) u_uniform[$(numTestType)]; 41 void main() 42 { 43 v_varying = $(code); 44 gl_Position = a_position; 45 } 46 </script> 47 <script id="fshaderArrayTest" type="x-shader/x-fragment"> 48 precision mediump float; 49 uniform $(type) u_uniform[$(numTestType)]; 50 void main() 51 { 52 gl_FragColor = $(code); 53 } 54 </script> 55 <script id="vshaderUniformTest" type="x-shader/x-fragment"> 56 attribute vec4 a_position; 57 varying vec4 v_varying; 58 $(uniforms) 59 void main() 60 { 61 v_varying = $(code); 62 gl_Position = a_position; 63 } 64 </script> 65 <script id="fshaderUniformTest" type="x-shader/x-fragment"> 66 precision mediump float; 67 $(uniforms) 68 void main() 69 { 70 gl_FragColor = $(code); 71 } 72 </script> 73 <script> 74 "use strict"; 75 description(); 76 debug(""); 77 var wtu = WebGLTestUtils; 78 var gl = wtu.create3DContext("example"); 79 80 var uniformTypes = [ 81 { type: "bool", componentsPerRow: 1, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0, 0)", }, 82 { type: "float", componentsPerRow: 1, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0, 0)", }, 83 { type: "int", componentsPerRow: 1, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0, 0)", }, 84 { type: "vec2", componentsPerRow: 2, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0)", }, 85 { type: "ivec2", componentsPerRow: 2, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0)", }, 86 { type: "bvec2", componentsPerRow: 2, rows: 1, code: "vec4(u_uniform$(id)$(index), 0, 0)", }, 87 { type: "vec3", componentsPerRow: 3, rows: 1, code: "vec4(u_uniform$(id)$(index), 0)", }, 88 { type: "ivec3", componentsPerRow: 3, rows: 1, code: "vec4(u_uniform$(id)$(index), 0)", }, 89 { type: "bvec3", componentsPerRow: 3, rows: 1, code: "vec4(u_uniform$(id)$(index), 0)", }, 90 { type: "vec4", componentsPerRow: 4, rows: 1, code: "vec4(u_uniform$(id)$(index))", }, 91 { type: "ivec4", componentsPerRow: 4, rows: 1, code: "vec4(u_uniform$(id)$(index))", }, 92 { type: "bvec4", componentsPerRow: 4, rows: 1, code: "vec4(u_uniform$(id)$(index))", }, 93 // Yes, the spec says mat2 takes 4 columns, 2 rows. 94 { type: "mat2", componentsPerRow: 4, rows: 2, code: "vec4(u_uniform$(id)$(index)[0], 0, 0)", }, 95 { type: "mat3", componentsPerRow: 3, rows: 3, code: "vec4(u_uniform$(id)$(index)[0], 0)", }, 96 { type: "mat4", componentsPerRow: 4, rows: 4, code: "vec4(u_uniform$(id)$(index)[0])", }, 97 // Samplers generally have more restictive limits. 98 // { type: "sampler2D", componentsPerRow: 1, rows: 1, code: "vec4(texture2D(u_uniform[$(index)], vec2(0, 0)))", }, 99 // { type: "samplerCube", componentsPerRow: 1, rows: 1, code: "vec4(textureCube(u_uniform[$(index)], vec3(0, 0, 0)))", }, 100 ]; 101 102 var vBaseSource = wtu.getScript("vshader"); 103 var fBaseSource = wtu.getScript("fshader"); 104 var vArrayTestSource = wtu.getScript("vshaderArrayTest"); 105 var fArrayTestSource = wtu.getScript("fshaderArrayTest"); 106 var vUniformTestSource = wtu.getScript("vshaderUniformTest"); 107 var fUniformTestSource = wtu.getScript("fshaderUniformTest"); 108 109 var tests = []; 110 var shaderTypes = [ 111 { type: "vertex", 112 // For tests that expect failure which shader might fail. 113 vertExpectation: false, 114 fragExpectation: true, 115 vertArrayTest: vArrayTestSource, 116 fragArrayTest: fBaseSource, 117 vertUniformTest: vUniformTestSource, 118 fragUniformTest: fBaseSource, 119 maxVectors: gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS), 120 minVectors: 128, // GLSL ES 1.0.17 Appendix A.7, 121 }, 122 { type: "fragment", 123 // For tests that expect failure which shader might fail. 124 vertExpectation: true, 125 fragExpectation: false, 126 vertArrayTest: vBaseSource, 127 fragArrayTest: fArrayTestSource, 128 vertUniformTest: vBaseSource, 129 fragUniformTest: fUniformTestSource, 130 maxVectors: gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS), 131 minVectors: 16, // GLSL ES 1.0.17 Appendix A.7, 132 }, 133 ]; 134 for (var ss = 0; ss < shaderTypes.length; ++ss) { 135 var shaderType = shaderTypes[ss]; 136 debug("max " + shaderType.type + ": " + shaderType.maxVectors); 137 for (var ii = 0; ii < uniformTypes.length; ++ii) { 138 var info = uniformTypes[ii]; 139 wtu.log("checking: " + info.type); 140 // Compute the maximum amount of this type allowed in a single array. 141 var numVars = Math.floor(shaderType.maxVectors / info.rows); 142 // Compute the minimum required to work in a single array. 143 var minVars = Math.floor(shaderType.minVectors / info.rows); 144 // Compute the maximum allowed as single elements 145 var numPerRow = Math.floor(4 / info.componentsPerRow); 146 var numMax = Math.floor(shaderType.maxVectors * numPerRow / info.rows); 147 148 // Test array[max] of the type 149 // Note: We can't test for success or failer as actual GL drivers are only required to be able to 150 // do the minimum number. After that it can fail for any reason. 151 var code = wtu.replaceParams(info.code, {id: "", index: "[" + (numVars - 1) + "]"}); 152 tests.push({ 153 vShaderSource: wtu.replaceParams(shaderType.vertArrayTest, {numTestType: numVars, code: code}, info), 154 vShaderSuccess: true, 155 fShaderSource: wtu.replaceParams(shaderType.fragArrayTest, {numTestType: numVars, code: code}, info), 156 fShaderSuccess: true, 157 linkSuccess: true, 158 ignoreResults: true, 159 passMsg: shaderType.type + " shader with uniform array of " + info.type + " with " + numVars + " elements (the maximum)", 160 }); 161 162 var generateCode = function(numVars) { 163 var uniforms = []; 164 var codes = []; 165 for (var uu = 0; uu < numVars; ++uu) { 166 uniforms.push(" uniform " + info.type + " u_uniform" + uu + ";"); 167 codes.push(wtu.replaceParams(info.code, {id: uu, index: ""})); 168 } 169 return { 170 uniforms: uniforms.join("\n"), 171 code: codes.join(" + \n "), 172 }; 173 }; 174 175 // Test max uniforms of type. 176 tests.push({ 177 vShaderSource: wtu.replaceParams(shaderType.vertUniformTest, generateCode(numMax), info), 178 vShaderSuccess: shaderType.vertExpectation, 179 fShaderSource: wtu.replaceParams(shaderType.fragUniformTest, generateCode(numMax), info), 180 fShaderSuccess: shaderType.fragExpectation, 181 linkSuccess: true, 182 ignoreResults: true, 183 passMsg: shaderType.type + " shader with " + (numMax) + " uniforms of " + info.type, 184 }); 185 } 186 } 187 GLSLConformanceTester.runTests(tests); 188 var successfullyParsed = true; 189 </script> 190 </body> 191 </html>