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<!--
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.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL out-of-range texture offset test</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>
<script src="../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vshaderInvalidOffset" type="x-shader/x-vertex">#version 300 es
in vec4 a_position;
in vec2 a_in0;
out vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_in0;
}
</script>
<script id="fshaderInvalidOffset" type="x-shader/x-fragment">#version 300 es
precision mediump float;
in vec2 v_texCoord;
out vec4 my_FragColor;
uniform sampler2D u_sampler;
uniform int x;
void main() {
my_FragColor = textureOffset(u_sampler, v_texCoord, ivec2(0, $(yoffset)));
}
</script>
<script type="application/javascript">
"use strict";
description("Out-of-range texture offset should not compile.");
var wtu = WebGLTestUtils;
var vshader = wtu.getScript('vshaderInvalidOffset');
var fshaderTemplate = wtu.getScript('fshaderInvalidOffset');
var gl = wtu.create3DContext(undefined, undefined, 2);
if (!gl) {
testFailed("Unable to initialize WebGL 2.0 context.");
} else {
var minOffset = gl.getParameter(gl.MIN_PROGRAM_TEXEL_OFFSET);
var maxOffset = gl.getParameter(gl.MAX_PROGRAM_TEXEL_OFFSET);
var shaderSrcValidMin = wtu.replaceParams(fshaderTemplate, {'yoffset': minOffset});
var shaderSrcValidMax = wtu.replaceParams(fshaderTemplate, {'yoffset': maxOffset});
var shaderSrcBelowMin = wtu.replaceParams(fshaderTemplate, {'yoffset': (minOffset - 1)});
var shaderSrcAboveMax = wtu.replaceParams(fshaderTemplate, {'yoffset': (maxOffset + 1)});
var shaderSrcDynamic = wtu.replaceParams(fshaderTemplate, {'yoffset': 'x'});
GLSLConformanceTester.runTests([
{
vShaderSource: vshader,
fShaderSource: shaderSrcValidMin,
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Minimum in-range texture offset should compile'
},
{
vShaderSource: vshader,
fShaderSource: shaderSrcValidMax,
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Maximum in-range texture offset should compile'
},
{
vShaderSource: vshader,
fShaderSource: shaderSrcBelowMin,
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'Texture offset below minimum valid value should not compile'
},
{
vShaderSource: vshader,
fShaderSource: shaderSrcAboveMax,
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'Texture offset above maximum valid value should not compile'
},
{
vShaderSource: vshader,
fShaderSource: shaderSrcDynamic,
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'Dynamic texture offset should not compile'
}
], 2);
}
</script>
</body>
</html>