Bug 1918529 - fix some subpixel misalignment issues with gfx.webrender.svg-filter...
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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 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>Conditional texture fetch test</title>
12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
13 <script src="../../../js/js-test-pre.js"></script>
14 <script src="../../../js/webgl-test-utils.js"></script>
15 <script src="../../../js/glsl-conformance-test.js"></script>
16 </head>
17 <body>
18 <canvas id="output" style="border: none;" width="64" height="64"></canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script id="vshaderConditionalTextureFetch" type="x-shader/x-vertex">
22 attribute vec2 a_position;
23 attribute vec4 a_canvasTileColor;
24 attribute vec2 a_texCoord;
25 varying vec2 texCoord;
26 varying vec4 canvasTileColor;
27 void main()
29 canvasTileColor = a_canvasTileColor;
30 texCoord = a_texCoord;
31 gl_Position = vec4(a_position, 0.0, 1.0);
33 </script>
34 <script id="fshaderConditionalTextureFetch" type="x-shader/x-fragment">
35 precision mediump float;
36 varying vec4 canvasTileColor;
37 uniform bool hasTexture;
38 uniform sampler2D canvasTileTexture;
39 varying vec2 texCoord;
40 uniform vec4 uvRect;
41 void main()
43 vec4 finalColor = canvasTileColor;
44 if (hasTexture) {
45 vec2 clampedUV = clamp(texCoord.xy, uvRect.xy, uvRect.zw);
46 finalColor = texture2D(canvasTileTexture, clampedUV);
48 gl_FragColor = finalColor;
50 </script>
51 <script type="text/javascript">
52 "use strict";
53 description();
54 debug("If the test passes correctly the viewport will be green.");
56 var wtu = WebGLTestUtils;
57 var canvas = document.getElementById("output");
58 var gl = wtu.create3DContext(canvas);
60 var createGreenTexture = function() {
61 var texture = gl.createTexture();
62 gl.bindTexture(gl.TEXTURE_2D, texture);
63 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
64 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
65 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
66 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
67 wtu.fillTexture(gl, texture, 1, 1, [0, 255, 0, 255]);
68 gl.bindTexture(gl.TEXTURE_2D, null);
69 return texture;
72 var test = function(greenTexture) {
73 // This is a reduced test case for a problem reported by Figma.
74 // Program compilation produces the following warning/error on ANGLE's
75 // D3D9 backend:
76 // [WARNING:angle_platform_impl.cc(51)] : rx::HLSLCompiler::compileToBinary(228): C:\fakepath(26,12): error X6077: texld/texldb/texldp/dsx/dsy instructions with r# as source cannot be used inside dynamic conditional 'if' blocks, dynamic conditional subroutine calls, or loop/rep with break*.
78 // All of the operations in the shader -- including the clamping of the
79 // texture coordinates -- seem to be needed in order to provoke this
80 // error.
82 // However, this doesn't seem to produce incorrect rendering results.
83 var program = wtu.setupProgram(
84 gl,
85 ["vshaderConditionalTextureFetch",
86 "fshaderConditionalTextureFetch"],
87 ["a_position", "a_canvasTileColor", "a_texCoord"],
88 [0, 1, 2],
89 true);
90 if (!program) {
91 testFailed("Shader compilation/link failed");
92 } else {
93 // Set up buffers
94 wtu.setupUnitQuad(gl, 0, 2);
96 // Set up constant color (red)
97 gl.vertexAttrib4f(1, 1, 0, 0, 1);
99 var uniformMap = wtu.getUniformMap(gl, program);
101 // Use texturing
102 gl.uniform1i(uniformMap["hasTexture"].location, 1);
104 // Bind texture
105 gl.activeTexture(gl.TEXTURE0);
106 gl.bindTexture(gl.TEXTURE_2D, greenTexture);
107 gl.uniform1i(uniformMap["canvasTileTexture"].location, 0);
109 // Set up (essentially no-op) clamp rectangle
110 gl.uniform4f(uniformMap["uvRect"].location, 0, 0, 0.25, 0.25);
112 // Draw
113 wtu.clearAndDrawUnitQuad(gl);
115 // Verify output
116 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 1);
120 if (!gl) {
121 testFailed("context does not exist");
122 } else {
123 var tex = createGreenTexture();
124 test(tex);
126 var successfullyParsed = true;
127 </script>
128 <script src="../../../js/js-test-post.js"></script>
129 </body>
130 </html>