fragcoord-linking-bug.html (2984B)
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>GLSL compiler bug referencing gl_FragCoord</title> 12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 13 <script src="../../../js/js-test-pre.js"></script> 14 <script src="../../../js/webgl-test-utils.js"></script> 15 </head> 16 <body> 17 <!-- These shaders were extracted from Skia's GPU accelerated backend "Ganesh". --> 18 <script id="shader-vs" type="x-shader/x-vertex"> 19 uniform mat3 uViewM; 20 uniform mat3 uStageMatrix_Stage1; 21 uniform vec4 urtAdjustment; 22 attribute vec2 aPosition; 23 attribute vec4 aColor; 24 varying vec4 vColor; 25 varying vec2 vMatrixCoord_Stage1; 26 void main() { 27 vec3 pos3 = uViewM * vec3(aPosition, 1); 28 vColor = aColor; 29 { // Stage 0: XferEffect 30 } 31 vMatrixCoord_Stage1 = (uStageMatrix_Stage1 * vec3(aPosition, 1)).xy; 32 { // Stage 1: Texture 33 } 34 gl_Position = vec4(dot(pos3.xz, urtAdjustment.xy), dot(pos3.yz, urtAdjustment.zw), 0, pos3.z); 35 } 36 </script> 37 38 <script id="shader-fs" type="x-shader/x-fragment"> 39 precision mediump float; 40 uniform sampler2D uDstCopySampler; 41 uniform vec2 uDstCopyUpperLeft; 42 uniform vec2 uDstCopyCoordScale; 43 uniform float uRTHeight; 44 uniform sampler2D uSampler0_Stage1; 45 varying vec4 vColor; 46 varying vec2 vMatrixCoord_Stage1; 47 void main() { 48 vec4 fragCoordYDown = vec4(gl_FragCoord.x, uRTHeight - gl_FragCoord.y, gl_FragCoord.zw); 49 // Read color from copy of the destination. 50 vec2 _dstTexCoord = (fragCoordYDown.xy - uDstCopyUpperLeft) * uDstCopyCoordScale; 51 _dstTexCoord.y = 1.0 - _dstTexCoord.y; 52 vec4 _dstColor = texture2D(uDstCopySampler, _dstTexCoord); 53 54 vec4 output_Stage0; 55 { // Stage 0: XferEffect 56 // SkXfermode::Mode: Multiply 57 output_Stage0.a = vColor.a + (1.0 - vColor.a) * _dstColor.a; 58 output_Stage0.rgb = (1.0 - vColor.a) * _dstColor.rgb + (1.0 - _dstColor.a) * vColor.rgb + vColor.rgb * _dstColor.rgb; 59 } 60 vec4 output_Stage1; 61 { // Stage 1: Texture 62 output_Stage1 = texture2D(uSampler0_Stage1, vMatrixCoord_Stage1); 63 } 64 gl_FragColor = ((output_Stage0 * output_Stage1) + ((vec4(1) - output_Stage1) * _dstColor)); 65 } 66 </script> 67 <div id="description"></div> 68 <div id="console"></div> 69 <script> 70 "use strict"; 71 72 description(); 73 debug(""); 74 debug('Verify shaders using gl_FragCoord z and w components compile and link correctly'); 75 debug('Regression test for Qualcomm bug ID CR649654'); 76 var wtu = WebGLTestUtils; 77 var gl = wtu.create3DContext(); 78 if (!gl) { 79 testFailed("context does not exist"); 80 } else { 81 var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], null, null, true); 82 if (program) { 83 testPassed("Program compiled and linked successfully"); 84 } else { 85 testFailed("Program failed to compile and link"); 86 } 87 } 88 89 var successfullyParsed = true; 90 </script> 91 <script src="../../../js/js-test-post.js"></script> 92 </body> 93 </html>