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| ** Copyright (c) 2012 The Khronos Group Inc. |
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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Program Conformance Tests</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test.js"></script> |
| <script src="../resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <canvas id="canvas" width="2" height="2"> </canvas> |
| <script id="vertexShader" language="x-shader/x-vertex"> |
| attribute vec4 ATTR0; |
| void main() |
| { |
| gl_Position = ATTR0; |
| } |
| </script> |
| <script id="fragmentShader" language="x-shader/x-fragment"> |
| precision mediump float; |
| void main() |
| { |
| float _Intensity = exp2(gl_FragCoord.w); |
| if (_Intensity < 0.5) { |
| discard; |
| } |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description('Regression test for crash in Mac OS AMD OpenGL driver related to use of discard in fragment shader.<br><br>More specifically, triggering the crash seems to require examination of gl_FragCoord.w, use of exp2, and a call to discard in the fragment shader. Thanks to Sheheryar Zakaria and Michael Braithwaite at Turbulenz for the original test case.<br><a href="https://bugs.webkit.org/show_bug.cgi?id=73932">WebKit bug 73932</a><br>'); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("canvas"); |
| if (!gl) { |
| testFailed("context does not exist"); |
| } else { |
| testPassed("context exists"); |
| } |
| |
| debug(""); |
| |
| var vertexShaderSource = document.getElementById("vertexShader").text; |
| var fragmentShaderSource = document.getElementById("fragmentShader").text; |
| var vertexShader = gl.createShader(gl.VERTEX_SHADER); |
| gl.shaderSource(vertexShader, vertexShaderSource); |
| gl.compileShader(vertexShader); |
| var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); |
| gl.shaderSource(fragmentShader, fragmentShaderSource); |
| gl.compileShader(fragmentShader); |
| var program = gl.createProgram(); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| |
| gl.bindAttribLocation(program, 0, "ATTR0"); |
| |
| gl.linkProgram(program); |
| |
| var linked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| if (linked) { |
| testPassed("Program linked successfully"); |
| } else { |
| testFailed("Program failed to link"); |
| } |
| |
| // Crash occurs here on affected machines |
| gl.useProgram(program); |
| |
| // In some browsers, such as Chrome, the above crash only causes a |
| // lost context event to be dispatched, and not synchronously. To verify |
| // that everything worked, clear and read back the frame buffer. |
| gl.clearColor(1.0, 0.0, 0.0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| var pixels = new Uint8Array(4); |
| gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| if (pixels[0] == 255 && |
| pixels[1] == 0 && |
| pixels[2] == 0 && |
| pixels[3] == 255) { |
| testPassed("useProgram, clear and readback executed successfully"); |
| } else { |
| testFailed("color was (" + |
| pixels[0] + ", " + pixels[1] + ", " + pixels[2] + ", " + pixels[3] + |
| "), should be (255, 0, 0, 255)"); |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |