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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>Verify uint(bool), ivec(bvec), and uvec(bvec) work correctly (Mac AMD driver bug)</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="2" height="2"> </canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <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> |
| <script src="../../js/js-test-post.js"></script> |
| </body> |
| </html> |
| |