conditional-discard-in-loop.html (4121B)
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 8 <!DOCTYPE html> 9 <html> 10 <head> 11 <meta charset="utf-8"> 12 <title>Conditional discard in loop issue</title> 13 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 14 <script src="../../../js/js-test-pre.js"></script> 15 <script src="../../../js/webgl-test-utils.js"></script> 16 </head> 17 18 <body> 19 <canvas id="output" style="border: none;" width="256" height="256"></canvas> 20 <div id="description"></div> 21 <div id="console"></div> 22 23 <script id="shader-vs" type="x-shader/x-vertex"> 24 // Inputs 25 attribute vec4 a_position; 26 attribute vec2 a_tex_coords; 27 28 // Output 29 varying vec2 v_tex_coords; 30 31 void main(void) { 32 v_tex_coords = a_tex_coords; 33 gl_Position = a_position; 34 } 35 </script> 36 37 <script id="shader-fs" type="x-shader/x-fragment"> 38 precision mediump float; 39 40 // Constants 41 const float TEXEL_COUNT_V = 256.0; 42 const float TEXEL_HEIGHT = 1.0 / TEXEL_COUNT_V; 43 const float SEP_IX = TEXEL_COUNT_V / 2.0; 44 45 const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0); 46 const vec4 BLUE = vec4(0.0, 0.0, 1.0, 1.0); 47 48 // Input 49 varying vec2 v_tex_coords; 50 51 uniform sampler2D u_data; 52 53 // Without this function or directly returning the data, the issue does not occur 54 mediump vec4 UnpackData(in vec4 inData) { 55 float s = inData.x; 56 // Note s is always 0 57 // mod(0, 1) = 0 58 // So return value = (0, 0, -1, 0) 59 return vec4(0.0, 0.0, mod(s, 1.0) - 1.0, 0.0); 60 61 // Comment out the line above and uncomment the line below and the test succeeds on angle-dx11 62 // return vec4(0.0, 0.0, -1.0, 0.0); 63 } 64 65 void main(void) { 66 // Set initial color 67 gl_FragColor = BLUE; 68 69 if (gl_FragCoord.y <= SEP_IX) { 70 mediump vec2 addr = vec2(v_tex_coords.x, TEXEL_HEIGHT); 71 72 for (float e_ix = 0.0; e_ix < TEXEL_COUNT_V; ++e_ix) { 73 vec4 entry = texture2D(u_data, addr); 74 mediump vec4 unpack = UnpackData(entry); 75 76 // Buffer is filled with 0, unpack is always (0, 0, -1, 0) 77 // So discard is always triggered 78 if (unpack.z == -1.0) { 79 discard; 80 } 81 82 addr.y += unpack.z * TEXEL_HEIGHT; 83 } 84 // If discard is not triggered the output color is blue 85 } 86 else { 87 gl_FragColor = GREEN; 88 } 89 } 90 </script> 91 92 93 <script> 94 "use strict"; 95 96 description(); 97 debug(""); 98 debug("If the code is executed correctly, the upper half of the viewport will be green, the lower half will be red."); 99 debug("This is a conformance suite test for the issue reported here : https://code.google.com/p/angleproject/issues/detail?id=706"); 100 101 var wtu = WebGLTestUtils; 102 var canvas = document.getElementById("output"); 103 var gl = wtu.create3DContext(canvas); 104 if (!gl) { 105 testFailed("context does not exist"); 106 } else { 107 108 // Create texture filled with zero's 109 var tex = gl.createTexture(); 110 gl.bindTexture(gl.TEXTURE_2D, tex); 111 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 112 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); 113 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 114 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 115 wtu.fillTexture(gl, tex, 256, 256, [0, 0, 0, 0]); 116 117 // Clear complete viewport to red 118 gl.clearColor(1.0, 0.0, 0.0, 1.0); 119 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 120 121 var attribBuffers = wtu.setupUnitQuad(gl, 0, 1); 122 var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["a_position", "a_tex_coords"], [0, 1], true); 123 124 // Bind texture 125 var uniformMap = wtu.getUniformMap(gl, program); 126 gl.activeTexture(gl.TEXTURE0); 127 gl.bindTexture(gl.TEXTURE_2D, tex); 128 gl.uniform1i(uniformMap.u_data.location, 0); 129 130 // Draw 131 wtu.drawUnitQuad(gl); 132 133 // Verify output 134 wtu.checkCanvasRect(gl, 0, 0, 256, 128, [ 255, 0, 0, 255 ], "should be red", 1); 135 wtu.checkCanvasRect(gl, 0, 128, 256, 128, [ 0, 255, 0, 255 ], "should be green", 1); 136 } 137 138 var successfullyParsed = true; 139 </script> 140 <script src="../../../js/js-test-post.js"></script> 141 </body> 142 </html>