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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.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Conditional texture fetch 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>
<canvas id="output" style="border: none;" width="64" height="64"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshaderConditionalTextureFetch" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec4 a_canvasTileColor;
attribute vec2 a_texCoord;
varying vec2 texCoord;
varying vec4 canvasTileColor;
void main()
{
canvasTileColor = a_canvasTileColor;
texCoord = a_texCoord;
gl_Position = vec4(a_position, 0.0, 1.0);
}
</script>
<script id="fshaderConditionalTextureFetch" type="x-shader/x-fragment">
precision mediump float;
varying vec4 canvasTileColor;
uniform bool hasTexture;
uniform sampler2D canvasTileTexture;
varying vec2 texCoord;
uniform vec4 uvRect;
void main()
{
vec4 finalColor = canvasTileColor;
if (hasTexture) {
vec2 clampedUV = clamp(texCoord.xy, uvRect.xy, uvRect.zw);
finalColor = texture2D(canvasTileTexture, clampedUV);
}
gl_FragColor = finalColor;
}
</script>
<script type="text/javascript">
"use strict";
description();
debug("If the test passes correctly the viewport will be green.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("output");
var gl = wtu.create3DContext(canvas);
var createGreenTexture = function() {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
wtu.fillTexture(gl, texture, 1, 1, [0, 255, 0, 255]);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
};
var test = function(greenTexture) {
// This is a reduced test case for a problem reported by Figma.
// Program compilation produces the following warning/error on ANGLE's
// D3D9 backend:
// [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*.
//
// All of the operations in the shader -- including the clamping of the
// texture coordinates -- seem to be needed in order to provoke this
// error.
//
// However, this doesn't seem to produce incorrect rendering results.
var program = wtu.setupProgram(
gl,
["vshaderConditionalTextureFetch",
"fshaderConditionalTextureFetch"],
["a_position", "a_canvasTileColor", "a_texCoord"],
[0, 1, 2],
true);
if (!program) {
testFailed("Shader compilation/link failed");
} else {
// Set up buffers
wtu.setupUnitQuad(gl, 0, 2);
// Set up constant color (red)
gl.vertexAttrib4f(1, 1, 0, 0, 1);
var uniformMap = wtu.getUniformMap(gl, program);
// Use texturing
gl.uniform1i(uniformMap["hasTexture"].location, 1);
// Bind texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, greenTexture);
gl.uniform1i(uniformMap["canvasTileTexture"].location, 0);
// Set up (essentially no-op) clamp rectangle
gl.uniform4f(uniformMap["uvRect"].location, 0, 0, 0.25, 0.25);
// Draw
wtu.clearAndDrawUnitQuad(gl);
// Verify output
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 1);
}
};
if (!gl) {
testFailed("context does not exist");
} else {
var tex = createGreenTexture();
test(tex);
}
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>