glsl-vertex-branch.html (3502B)
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 function nodes Test</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 17 <script id="vshaderNoBranch" type="x-shader/x-vertex"> 18 attribute vec3 aPosition; 19 uniform float redIntensity; 20 21 varying vec4 vColor; 22 23 float MADBug(float paramValue) { 24 float localVar = 1.0; 25 return 0.25 * ceil(localVar) + paramValue; 26 } 27 28 void main(void) { 29 gl_Position = vec4(aPosition, 1.0); 30 vColor = vec4(MADBug(redIntensity), 0., 0., 1.); 31 } 32 </script> 33 34 <script id="vshaderBranch" type="x-shader/x-vertex"> 35 attribute vec3 aPosition; 36 uniform float redIntensity; 37 38 varying vec4 vColor; 39 40 float MADBug(float paramValue) { 41 float localVar = 1.0; 42 return 0.25 * ceil(localVar) + paramValue; 43 } 44 45 void main(void) { 46 float condition = 42.; 47 if (condition == 0.) {} 48 gl_Position = vec4(aPosition, 1.0); 49 vColor = vec4(MADBug(redIntensity), 0., 0., 1.); 50 } 51 </script> 52 53 <script id="fshader" type="x-shader/x-fragment"> 54 precision mediump float; 55 56 varying vec4 vColor; 57 void main() 58 { 59 gl_FragColor = vColor; 60 } 61 </script> 62 </head> 63 <body> 64 <canvas id="canvasNoBranch" width="50" height="50"></canvas> 65 <canvas id="canvasBranch" width="50" height="50"></canvas> 66 <div id="description">This tests against a Mac driver bug related to branches 67 inside of Vertex Shaders.</div> 68 <div id="console"></div> 69 <script> 70 "use strict"; 71 var width = 50; 72 var height = 50; 73 var wtu = WebGLTestUtils; 74 75 function drawAndRead(canvasID, vshaderID, buffer) 76 { 77 var gl = wtu.create3DContext(canvasID); 78 var program = wtu.setupProgram(gl, [vshaderID, "fshader"], ["aPosition"]); 79 var vertexObject = gl.createBuffer(); 80 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); 81 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -1,-1,0, 1,-1,0 ]), gl.STATIC_DRAW); 82 gl.enableVertexAttribArray(0); 83 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); 84 85 var loc = gl.getUniformLocation(program, "redIntensity"); 86 gl.uniform1f(loc, 0.75); 87 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 88 gl.drawArrays(gl.TRIANGLES, 0, 3); 89 gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer); 90 if (gl.getError() != gl.NO_ERROR) 91 return false; 92 return true; 93 } 94 95 function compareRendering(buffer1, buffer2, tol) 96 { 97 for (var i = 0; i < width * height * 4; ++i) { 98 if (Math.abs(buffer1[i] - buffer2[i]) > tol) 99 return false; 100 } 101 return true; 102 } 103 104 function init() 105 { 106 description("tests vertex shader with branch"); 107 108 var bufBranch = new Uint8Array(width * height * 4); 109 var bufNoBranch = new Uint8Array(width * height * 4); 110 111 if (drawAndRead("canvasBranch", "vshaderBranch", bufBranch) == false || 112 drawAndRead("canvasNoBranch", "vshaderNoBranch", bufNoBranch) == false) { 113 testFailed("Setup failed"); 114 } else { 115 if (compareRendering(bufBranch, bufNoBranch, 4) == false) 116 testFailed("Rendering results are different"); 117 else 118 testPassed("Rendering results are the same"); 119 } 120 } 121 122 init(); 123 var successfullyParsed = true; 124 </script> 125 <script src="../../../js/js-test-post.js"></script> 126 </body> 127 </html>