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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>WebGL GLSL Conformance Tests</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
<script src="../../../js/js-test-pre.js"></script>
<script src="../../../js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShader" type="text/something-not-javascript">
attribute vec2 position;
void main(){
gl_Position = vec4(position, 0.0, 1.0);
}
</script>
<script id="fragmentShader" type="text/something-not-javascript">
precision mediump float;
uniform sampler2D source;
mat3 front = mat3(
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0
);
mat3 back = mat3(
-1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, -1.0
);
mat3 left = mat3(
0.0, 0.0, -1.0,
0.0, 1.0, 0.0,
1.0, 0.0, 0.0
);
mat3 right = mat3(
0.0, 0.0, 1.0,
0.0, 1.0, 0.0,
-1.0, 0.0, 0.0
);
mat3 up = mat3(
1.0, 0.0, 0.0,
0.0, 0.0, 1.0,
0.0, -1.0, 0.0
);
mat3 down = mat3(
1.0, 0.0, 0.0,
0.0, 0.0, -1.0,
0.0, 1.0, 0.0
);
float coefficient(vec3 normal){
int index = int(gl_FragCoord.x);
float x = normal.x;
float y = normal.y;
float z = normal.z;
if(index==0){
return 1.0;
}
else if(index==1){
return y;
}
else if(index==2){
return z;
}
else if(index==3){
return x;
}
else if(index==4){
return x*y;
}
else if(index==5){
return y*z;
}
else if(index==6){
return 3.0*z*z - 1.0;
}
else if(index==7){
return x*z;
}
else{
return x*x - y*y;
}
}
vec3 sample(float cidx, mat3 side){
vec3 result = vec3(0.0);
float divider = 0.0;
for(int i=0; i<256; i++){
float x = mod(float(i), 16.0);
float y = float(i/16);
vec2 texcoord = (vec2(x+cidx*16.0, y+floor(gl_FragCoord.y)*16.0)+0.5)/6.0;
vec2 sidecoord = ((vec2(x,y)+vec2(0.5, 0.5))/vec2(16.0))*2.0-1.0;
vec3 normal = normalize(vec3(sidecoord, -1.0));
vec3 texel = texture2D(source, texcoord).rgb;
result += coefficient(side*normal) * texel * -normal.z;
divider += -normal.z;
}
return result/divider;
}
void main(){
vec3 result = (
//sample(0.0, front) +
//sample(1.0, back) +
sample(2.0, left) +
sample(3.0, right) +
sample(4.0, up) +
sample(5.0, down)
)/6.0;
gl_FragColor = vec4(result, 1.0);
}
</script>
<script>
"use strict";
var receivedContextLost = false;
description("Ensures that compilation of a large loop completes in a reasonable period of time and does not cause the WebGL context to be lost");
var wtu = WebGLTestUtils;
var canvas = document.createElement('canvas');
canvas.width = 32;
canvas.height = 32;
canvas.addEventListener("webglcontextlost", function(e) {
testFailed("context was lost during shader compilation or linking");
receivedContextLost = true;
});
var gl = wtu.create3DContext(canvas);
if (!gl) {
testFailed("context does not exist");
finishTest();
} else {
var startTime = Date.now();
wtu.setupProgram(gl, ["vertexShader", "fragmentShader"], undefined, undefined, true);
gl.clearColor(0.0, 1.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
var endTime = Date.now();
// Delay for some period to increase chances that context lost event will be delivered.
setTimeout(function() {
if (!receivedContextLost) {
testPassed("Large loop compiled and linked without terminating the WebGL context");
const timeString = `${endTime - startTime} ms`;
if (endTime - startTime < 7500) {
testPassed("Shader compilation completed in a reasonable amount of time: " + timeString);
} else {
testFailed("Shader compilation took an unreasonably long time: " + timeString);
}
}
finishTest();
}, 500);
}
var successfullyParsed = true;
</script>
</body>
</html>