| <!-- |
| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL GLSL Conformance Tests</title> |
| <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> |
| <script src="../../../js/js-test-pre.js"></script> |
| <script src="../../../js/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vertexShader" type="text/something-not-javascript"> |
| attribute vec2 position; |
| |
| void main(){ |
| gl_Position = vec4(position, 0.0, 1.0); |
| } |
| </script> |
| <script id="fragmentShader" type="text/something-not-javascript"> |
| precision mediump float; |
| uniform sampler2D source; |
| |
| mat3 front = mat3( |
| 1.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, |
| 0.0, 0.0, 1.0 |
| ); |
| |
| mat3 back = mat3( |
| -1.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, |
| 0.0, 0.0, -1.0 |
| ); |
| |
| mat3 left = mat3( |
| 0.0, 0.0, -1.0, |
| 0.0, 1.0, 0.0, |
| 1.0, 0.0, 0.0 |
| ); |
| |
| mat3 right = mat3( |
| 0.0, 0.0, 1.0, |
| 0.0, 1.0, 0.0, |
| -1.0, 0.0, 0.0 |
| ); |
| |
| mat3 up = mat3( |
| 1.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, |
| 0.0, -1.0, 0.0 |
| ); |
| |
| mat3 down = mat3( |
| 1.0, 0.0, 0.0, |
| 0.0, 0.0, -1.0, |
| 0.0, 1.0, 0.0 |
| ); |
| |
| float coefficient(vec3 normal){ |
| int index = int(gl_FragCoord.x); |
| float x = normal.x; |
| float y = normal.y; |
| float z = normal.z; |
| |
| if(index==0){ |
| return 1.0; |
| } |
| else if(index==1){ |
| return y; |
| } |
| else if(index==2){ |
| return z; |
| } |
| else if(index==3){ |
| return x; |
| } |
| else if(index==4){ |
| return x*y; |
| } |
| else if(index==5){ |
| return y*z; |
| } |
| else if(index==6){ |
| return 3.0*z*z - 1.0; |
| } |
| else if(index==7){ |
| return x*z; |
| } |
| else{ |
| return x*x - y*y; |
| } |
| } |
| |
| vec3 sample(float cidx, mat3 side){ |
| vec3 result = vec3(0.0); |
| float divider = 0.0; |
| |
| for(int i=0; i<256; i++){ |
| float x = mod(float(i), 16.0); |
| float y = float(i/16); |
| vec2 texcoord = (vec2(x+cidx*16.0, y+floor(gl_FragCoord.y)*16.0)+0.5)/6.0; |
| vec2 sidecoord = ((vec2(x,y)+vec2(0.5, 0.5))/vec2(16.0))*2.0-1.0; |
| vec3 normal = normalize(vec3(sidecoord, -1.0)); |
| vec3 texel = texture2D(source, texcoord).rgb; |
| result += coefficient(side*normal) * texel * -normal.z; |
| divider += -normal.z; |
| } |
| return result/divider; |
| } |
| |
| void main(){ |
| vec3 result = ( |
| //sample(0.0, front) + |
| //sample(1.0, back) + |
| sample(2.0, left) + |
| sample(3.0, right) + |
| sample(4.0, up) + |
| sample(5.0, down) |
| )/6.0; |
| gl_FragColor = vec4(result, 1.0); |
| } |
| </script> |
| <script> |
| "use strict"; |
| var receivedContextLost = false; |
| description("Ensures that compilation of a large loop completes in a reasonable period of time and does not cause the WebGL context to be lost"); |
| var wtu = WebGLTestUtils; |
| var canvas = document.createElement('canvas'); |
| canvas.width = 32; |
| canvas.height = 32; |
| canvas.addEventListener("webglcontextlost", function(e) { |
| testFailed("context was lost during shader compilation or linking"); |
| receivedContextLost = true; |
| }); |
| var gl = wtu.create3DContext(canvas); |
| if (!gl) { |
| testFailed("context does not exist"); |
| finishTest(); |
| } else { |
| var startTime = Date.now(); |
| wtu.setupProgram(gl, ["vertexShader", "fragmentShader"], undefined, undefined, true); |
| gl.clearColor(0.0, 1.0, 0.0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); |
| var endTime = Date.now(); |
| |
| // Delay for some period to increase chances that context lost event will be delivered. |
| setTimeout(function() { |
| if (!receivedContextLost) { |
| testPassed("Large loop compiled and linked without terminating the WebGL context"); |
| if (endTime - startTime < 5000) { |
| testPassed("Shader compilation completed in a reasonable amount of time"); |
| } else { |
| testFailed("Shader compilation took an unreasonably long time"); |
| } |
| } |
| finishTest(); |
| }, 500); |
| } |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |
| |