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1 <!--
2 Copyright (c) 2019 The Khronos Group Inc.
3 Use of this source code is governed by an MIT-style license that can be
4 found in the LICENSE.txt file.
5 -->
8 <!DOCTYPE html>
9 <html>
10 <head>
11 <meta charset="utf-8">
12 <title>Conditional discard in loop issue</title>
13 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
14 <script src="../../../js/js-test-pre.js"></script>
15 <script src="../../../js/webgl-test-utils.js"></script>
16 </head>
18 <body>
19 <canvas id="output" style="border: none;" width="256" height="256"></canvas>
20 <div id="description"></div>
21 <div id="console"></div>
23 <script id="shader-vs" type="x-shader/x-vertex">
24 // Inputs
25 attribute vec4 a_position;
26 attribute vec2 a_tex_coords;
28 // Output
29 varying vec2 v_tex_coords;
31 void main(void) {
32 v_tex_coords = a_tex_coords;
33 gl_Position = a_position;
35 </script>
37 <script id="shader-fs" type="x-shader/x-fragment">
38 precision mediump float;
40 // Constants
41 const float TEXEL_COUNT_V = 256.0;
42 const float TEXEL_HEIGHT = 1.0 / TEXEL_COUNT_V;
43 const float SEP_IX = TEXEL_COUNT_V / 2.0;
45 const vec4 GREEN = vec4(0.0, 1.0, 0.0, 1.0);
46 const vec4 BLUE = vec4(0.0, 0.0, 1.0, 1.0);
48 // Input
49 varying vec2 v_tex_coords;
51 uniform sampler2D u_data;
53 // Without this function or directly returning the data, the issue does not occur
54 mediump vec4 UnpackData(in vec4 inData) {
55 float s = inData.x;
56 // Note s is always 0
57 // mod(0, 1) = 0
58 // So return value = (0, 0, -1, 0)
59 return vec4(0.0, 0.0, mod(s, 1.0) - 1.0, 0.0);
61 // Comment out the line above and uncomment the line below and the test succeeds on angle-dx11
62 // return vec4(0.0, 0.0, -1.0, 0.0);
65 void main(void) {
66 // Set initial color
67 gl_FragColor = BLUE;
69 if (gl_FragCoord.y <= SEP_IX) {
70 mediump vec2 addr = vec2(v_tex_coords.x, TEXEL_HEIGHT);
72 for (float e_ix = 0.0; e_ix < TEXEL_COUNT_V; ++e_ix) {
73 vec4 entry = texture2D(u_data, addr);
74 mediump vec4 unpack = UnpackData(entry);
76 // Buffer is filled with 0, unpack is always (0, 0, -1, 0)
77 // So discard is always triggered
78 if (unpack.z == -1.0) {
79 discard;
82 addr.y += unpack.z * TEXEL_HEIGHT;
84 // If discard is not triggered the output color is blue
86 else {
87 gl_FragColor = GREEN;
90 </script>
93 <script>
94 "use strict";
96 description();
97 debug("");
98 debug("If the code is executed correctly, the upper half of the viewport will be green, the lower half will be red.");
99 debug("This is a conformance suite test for the issue reported here : https://code.google.com/p/angleproject/issues/detail?id=706");
101 var wtu = WebGLTestUtils;
102 var canvas = document.getElementById("output");
103 var gl = wtu.create3DContext(canvas);
104 if (!gl) {
105 testFailed("context does not exist");
106 } else {
108 // Create texture filled with zero's
109 var tex = gl.createTexture();
110 gl.bindTexture(gl.TEXTURE_2D, tex);
111 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
112 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
113 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
114 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
115 wtu.fillTexture(gl, tex, 256, 256, [0, 0, 0, 0]);
117 // Clear complete viewport to red
118 gl.clearColor(1.0, 0.0, 0.0, 1.0);
119 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
121 var attribBuffers = wtu.setupUnitQuad(gl, 0, 1);
122 var program = wtu.setupProgram(gl, ["shader-vs", "shader-fs"], ["a_position", "a_tex_coords"], [0, 1], true);
124 // Bind texture
125 var uniformMap = wtu.getUniformMap(gl, program);
126 gl.activeTexture(gl.TEXTURE0);
127 gl.bindTexture(gl.TEXTURE_2D, tex);
128 gl.uniform1i(uniformMap.u_data.location, 0);
130 // Draw
131 wtu.drawUnitQuad(gl);
133 // Verify output
134 wtu.checkCanvasRect(gl, 0, 0, 256, 128, [ 255, 0, 0, 255 ], "should be red", 1);
135 wtu.checkCanvasRect(gl, 0, 128, 256, 128, [ 0, 255, 0, 255 ], "should be green", 1);
138 var successfullyParsed = true;
139 </script>
140 <script src="../../../js/js-test-post.js"></script>
141 </body>
142 </html>