| <!-- |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>Bug - calculating powers of constants smaller than 1.0e-5 in user-defined functions should work</title> |
| <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| <script src="../../../js/js-test-pre.js"></script> |
| <script src="../../../js/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <canvas id="canvas" width="256" height="256"> </canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec3 aPosition; |
| |
| void main() { |
| gl_Position = vec4(aPosition, 1); |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision highp float; |
| |
| float fun(float arg) { |
| // These values are still easily within the highp range. |
| // The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that. |
| return 1.0e12 * pow(arg, 2.0); |
| } |
| |
| void main() { |
| // Note that the bug did not reproduce if an uniform was passed to the function instead of a constant, |
| // or if the expression was moved outside the user-defined function. |
| const float a = 1.0e-6; |
| float b = fun(a); |
| if (abs(b - 1.0) < 0.01) { |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green |
| } else { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red |
| } |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description(); |
| debug(""); |
| var wtu = WebGLTestUtils; |
| function test() { |
| var gl = wtu.create3DContext("canvas"); |
| if (!gl) { |
| testFailed("context does not exist"); |
| return; |
| } |
| if (gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision == 0) { |
| testPassed("highp precision not supported"); |
| } else { |
| wtu.setupUnitQuad(gl); |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["aPosition"], undefined, true); |
| wtu.drawUnitQuad(gl); |
| wtu.checkCanvasRect(gl, 0, 0, 256, 256, [0, 255, 0, 255]); |
| } |
| }; |
| |
| test(); |
| finishTest(); |
| </script> |
| </body> |
| </html> |
| |