content/canvas/test/webgl/conformance/glsl/misc/glsl-function-nodes.html
author Benoit Jacob <bjacob@mozilla.com>
Mon, 26 Mar 2012 15:10:40 -0400
changeset 93657 f9585cefcf568dbc2a6ce81f16a2048365af7ed2
parent 81034 ce1330a5c9cb4a3d590dc81b378e5236279aa76f
child 107893 1a96900f09c8c7d0c5847d8f336ebcd49087361c
permissions -rw-r--r--
Bug 734423 - Upgrade WebGL conformance test suite to 1.0.1 in-principle-final (r17063) - no review 1.0.1 is in principle a done thing. This is also the occasion to do a clean upgrade, by rm and cp, instead of applying a diff. Upstream: https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/conformance-suites/1.0.1/

<!--
Copyright (c) 2011 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
 -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL function nodes Test</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test.js"> </script>
<script src="../../resources/webgl-test-utils.js"> </script>

<script id="vshaderFunction", type="x-shader/x-vertex">
attribute vec4 aPosition;
varying vec4 vColor;

float sign_emu(float value) {
  if (value == 0.0) return 0.0;
  return value > 0.0 ? 1.0 : -1.0;
}

void main()
{
   gl_Position = aPosition;
   vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
   vec4 color = vec4(
       texcoord,
       texcoord.x * texcoord.y,
       (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
   vColor = vec4(
    sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
    sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
    0,
    1);
}
</script>

<script id="vshaderMacro", type="x-shader/x-vertex">
attribute vec4 aPosition;
varying vec4 vColor;

#define sign_emu(value) ((value) == 0.0 ? 0.0 : ((value) > 0.0 ? 1.0 : -1.0))

void main()
{
   gl_Position = aPosition;
   vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));
   vec4 color = vec4(
       texcoord,
       texcoord.x * texcoord.y,
       (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);
   vColor = vec4(
    sign_emu(color.x * 2.0 - 1.0) * 0.5 + 0.5,
    sign_emu(color.y * 2.0 - 1.0) * 0.5 + 0.5,
    0,
    1);
}
</script>

<script id="fshader", type="x-shader/x-fragment">
#if defined(GL_ES)
precision mediump float;
#endif
varying vec4 vColor;
void main()
{
   gl_FragColor = vColor;
}
</script>
</head>
<body>
<canvas id="canvasFunction" width="50" height="50"></canvas>
<canvas id="canvasMacro" width="50" height="50"></canvas>
<div id="description">This tests against a Mac driver bug related to function calls.</div>
<div id="console"></div>
<script>
var width = 50;
var height = 50;

function drawAndRead(canvasID, vshaderID, buffer)
{
    var gl = initWebGL(canvasID, vshaderID, "fshader", ["aPosition"], [0, 0, 0, 1], 1);
    var vertexObject = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
    gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
    if (gl.getError() != gl.NO_ERROR)
        return false;
    return true;
}

function compareRendering(buffer1, buffer2, tol)
{
    for (var i = 0; i < width * height * 4; ++i) {
        if (Math.abs(buffer1[i] - buffer2[i]) > tol)
            return false;
    }
    return true;
}

function init()
{
    if (window.initNonKhronosFramework) {
        window.initNonKhronosFramework(false);
    }

    description("tests function nodes");

    var bufFunction = new Uint8Array(width * height * 4);
    var bufMacro = new Uint8Array(width * height * 4);

    if (drawAndRead("canvasFunction", "vshaderFunction", bufFunction) == false ||
        drawAndRead("canvasMacro", "vshaderMacro", bufMacro) == false) {
        testFailed("Setup failed");
    } else {
        if (compareRendering(bufFunction, bufMacro, 4) == false)
            testFailedRender("Rendering results are different", bufMacro,
                             bufFunction, width, height);
        else
            testPassed("Rendering results are the same");
    }
}

init();
successfullyParsed = true;
</script>
<script src="../../../resources/js-test-post.js"></script>
</body>
</html>