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<title>Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly (Mac AMD driver bug)</title>
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<script id="vshader-uint-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out uint uvalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
uvalue = uint(bvalue);
}
</script>
<script id="fshader-uint-1" type="x-shader/x-fragment">#version 300 es
flat in uint uvalue;
out highp vec4 myFragColor;
void main() {
if (uvalue == 1u)
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == 0u)
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-simple" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
void main() {
gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshader-uint-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
uint uvalue = uint(bvalue);
if (uvalue == 1u)
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == 0u)
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-ivec2-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out ivec2 ivalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
ivalue = ivec2(bvec2(bvalue, bvalue));
}
</script>
<script id="fshader-ivec2-1" type="x-shader/x-fragment">#version 300 es
flat in ivec2 ivalue;
out highp vec4 myFragColor;
void main() {
if (ivalue == ivec2(1, 1))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (ivalue == ivec2(0, 0))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader-ivec2-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
ivec2 ivalue = ivec2(bvec2(bvalue, bvalue));
if (ivalue == ivec2(1, 1))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (ivalue == ivec2(0, 0))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-uvec2-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out uvec2 uvalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
uvalue = uvec2(bvec2(bvalue, bvalue));
}
</script>
<script id="fshader-uvec2-1" type="x-shader/x-fragment">#version 300 es
flat in uvec2 uvalue;
out highp vec4 myFragColor;
void main() {
if (uvalue == uvec2(1u, 1u))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == uvec2(0u, 0u))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader-uvec2-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
uvec2 uvalue = uvec2(bvec2(bvalue, bvalue));
if (uvalue == uvec2(1u, 1u))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == uvec2(0u, 0u))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-ivec3-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out ivec3 ivalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
ivalue = ivec3(bvec3(bvalue, bvalue, bvalue));
}
</script>
<script id="fshader-ivec3-1" type="x-shader/x-fragment">#version 300 es
flat in ivec3 ivalue;
out highp vec4 myFragColor;
void main() {
if (ivalue == ivec3(1, 1, 1))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (ivalue == ivec3(0, 0, 0))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader-ivec3-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
ivec3 ivalue = ivec3(bvec3(bvalue, bvalue, bvalue));
if (ivalue == ivec3(1, 1, 1))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (ivalue == ivec3(0, 0, 0))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-uvec3-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out uvec3 uvalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
uvalue = uvec3(bvec3(bvalue, bvalue, bvalue));
}
</script>
<script id="fshader-uvec3-1" type="x-shader/x-fragment">#version 300 es
flat in uvec3 uvalue;
out highp vec4 myFragColor;
void main() {
if (uvalue == uvec3(1u, 1u, 1u))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == uvec3(0u, 0u, 0u))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader-uvec3-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
uvec3 uvalue = uvec3(bvec3(bvalue, bvalue, bvalue));
if (uvalue == uvec3(1u, 1u, 1u))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == uvec3(0u, 0u, 0u))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-ivec4-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out ivec4 ivalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
ivalue = ivec4(bvec4(bvalue, bvalue, bvalue, bvalue));
}
</script>
<script id="fshader-ivec4-1" type="x-shader/x-fragment">#version 300 es
flat in ivec4 ivalue;
out highp vec4 myFragColor;
void main() {
if (ivalue == ivec4(1, 1, 1, 1))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (ivalue == ivec4(0, 0, 0, 0))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader-ivec4-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
ivec4 ivalue = ivec4(bvec4(bvalue, bvalue, bvalue, bvalue));
if (ivalue == ivec4(1, 1, 1, 1))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (ivalue == ivec4(0, 0, 0, 0))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="vshader-uvec4-1" type="x-shader/x-vertex">#version 300 es
in vec3 aPosition;
flat out uvec4 uvalue;
uniform bool bvalue;
void main() {
gl_Position = vec4(aPosition, 1);
uvalue = uvec4(bvec4(bvalue, bvalue, bvalue, bvalue));
}
</script>
<script id="fshader-uvec4-1" type="x-shader/x-fragment">#version 300 es
flat in uvec4 uvalue;
out highp vec4 myFragColor;
void main() {
if (uvalue == uvec4(1u, 1u, 1u, 1u))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == uvec4(0u, 0u, 0u, 0u))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader-uvec4-2" type="x-shader/x-fragment">#version 300 es
uniform bool bvalue;
out highp vec4 myFragColor;
void main() {
uvec4 uvalue = uvec4(bvec4(bvalue, bvalue, bvalue, bvalue));
if (uvalue == uvec4(1u, 1u, 1u, 1u))
myFragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (uvalue == uvec4(0u, 0u, 0u, 0u))
myFragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
myFragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly");
debug("");
var wtu = WebGLTestUtils;
function test() {
var gl = wtu.create3DContext("canvas", undefined, 2);
if (!gl) {
testFailed("context does not exist");
return;
}
wtu.setupUnitQuad(gl);
var testCases = [
{ vshader: "vshader-uint-1", fshader: "fshader-uint-1", desc: "vertex shader uint" },
{ vshader: "vshader-simple", fshader: "fshader-uint-2", desc: "fragment shader uint" },
{ vshader: "vshader-ivec2-1", fshader: "fshader-ivec2-1", desc: "vertex shader ivec2" },
{ vshader: "vshader-simple", fshader: "fshader-ivec2-2", desc: "fragment shader ivec2" },
{ vshader: "vshader-uvec2-1", fshader: "fshader-uvec2-1", desc: "vertex shader uvec2" },
{ vshader: "vshader-simple", fshader: "fshader-uvec2-2", desc: "fragment shader uvec2" },
{ vshader: "vshader-ivec3-1", fshader: "fshader-ivec3-1", desc: "vertex shader ivec3" },
{ vshader: "vshader-simple", fshader: "fshader-ivec3-2", desc: "fragment shader ivec3" },
{ vshader: "vshader-uvec3-1", fshader: "fshader-uvec3-1", desc: "vertex shader uvec3" },
{ vshader: "vshader-simple", fshader: "fshader-uvec3-2", desc: "fragment shader uvec3" },
{ vshader: "vshader-ivec4-1", fshader: "fshader-ivec4-1", desc: "vertex shader ivec4" },
{ vshader: "vshader-simple", fshader: "fshader-ivec4-2", desc: "fragment shader ivec4" },
{ vshader: "vshader-uvec4-1", fshader: "fshader-uvec4-1", desc: "vertex shader uvec4" },
{ vshader: "vshader-simple", fshader: "fshader-uvec4-2", desc: "fragment shader uvec4" },
];
for (var idx = 0; idx < testCases.length; ++idx) {
var test = testCases[idx];
debug("");
var program = wtu.setupProgram(gl, [test.vshader, test.fshader], ["aPosition"]);
if (!program) {
testFailed("Fail to set up program");
} else {
var uniformLoc = gl.getUniformLocation(program, 'bvalue');
debug("Testing " + test.desc + " with false");
gl.uniform1i(uniformLoc, 0);
wtu.drawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255]);
debug("Testing " + test.desc + " with true");
gl.uniform1i(uniformLoc, 1);
wtu.drawUnitQuad(gl);
wtu.checkCanvas(gl, [255, 0, 0, 255]);
gl.deleteProgram(program);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from testing");
}
}
};
test();
debug("");
var successfullyParsed = true;
</script>
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