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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>Unary minus operator on int or uint variables in a dynamic loop in vertex shader should work</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>
</head>
<body>
<canvas id="canvas" style="border: none;" width="1024" height="128"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="shader-vs-int" type="x-shader/x-vertex">#version 300 es
in highp vec4 pos;
uniform int u_one;
uniform int u_two;
uniform int u_three;
out mediump vec4 v_color;
void main() {
int array[3];
array[0] = u_one; // array[0] should be 1
array[1] = -u_two; // array[1] should be -2
array[2] = u_three; // array[2] should be 3
int result = 0;
for (int i = 0; i < u_three; i++) {
result += array[i];
}
v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
gl_Position = pos;
}
</script>
<script id="shader-vs-uint" type="x-shader/x-vertex">#version 300 es
in highp vec4 pos;
uniform uint u_one;
uniform uint u_two;
uniform uint u_three;
out mediump vec4 v_color;
void main() {
uint array[3];
array[0] = u_one; // array[0] should be 1u
array[1] = -u_two; // array[1] should be -2u
array[2] = u_three; // array[2] should be 3u
uint result = 0u;
for (uint i = 0u; i < u_three; i++) {
result += array[i];
}
v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
gl_Position = pos;
}
</script>
<script id="shader-vs-int-multiple-brackets" type="x-shader/x-vertex">#version 300 es
in highp vec4 pos;
uniform int u_one;
uniform int u_two;
uniform int u_three;
out mediump vec4 v_color;
void main() {
int array[3];
array[0] = u_one; // array[0] should be 1
array[1] = -(-(-u_two + 1) + 1); // array[1] should be -2
array[2] = u_three; // array[2] should be 3
int result = 0;
for (int i = 0; i < u_three; i++) {
result += array[i];
}
v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
gl_Position = pos;
}
</script>
<script id="shader-vs-uint-multiple-brackets" type="x-shader/x-vertex">#version 300 es
in highp vec4 pos;
uniform uint u_one;
uniform uint u_two;
uniform uint u_three;
out mediump vec4 v_color;
void main() {
uint array[3];
array[0] = u_one; // array[0] should be 1u
array[1] = -(-(-u_two + 1u) + 1u); // array[1] should be -2u
array[2] = u_three; // array[2] should be 3u
uint result = 0u;
for (uint i = 0u; i < u_three; i++) {
result += array[i];
}
v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
gl_Position = pos;
}
</script>
<script id="shader-vs-int-implicit-unary-minus" type="x-shader/x-vertex">#version 300 es
in highp vec4 pos;
uniform int u_one;
uniform int u_two;
uniform int u_three;
out mediump vec4 v_color;
void main() {
int array[3];
array[0] = u_one; // array[0] should be 1
array[1] = 1 - u_two;
array[2] = u_three; // array[2] should be 3
int result = 0;
array[1] -= 1; // array[1] should be -u_two == -2
for (int i = 0; i < u_three; i++) {
result += array[i];
}
v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
gl_Position = pos;
}
</script>
<script id="shader-vs-uint-implicit-unary-minus" type="x-shader/x-vertex">#version 300 es
in highp vec4 pos;
uniform uint u_one;
uniform uint u_two;
uniform uint u_three;
out mediump vec4 v_color;
void main() {
uint array[3];
array[0] = u_one; // array[0] should be 1u
array[1] = 1u - u_two;
array[2] = u_three; // array[2] should be 3u
uint result = 0u;
array[1] -= 1u; // array[1] should be -u_two == -2u
for (uint i = 0u; i < u_three; i++) {
result += array[i];
}
v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
gl_Position = pos;
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">#version 300 es
in mediump vec4 v_color;
out mediump vec4 o_color;
void main() {
o_color = v_color;
}
</script>
<script>
"use strict";
function test() {
description();
debug("This test exposes an Intel driver bug on Windows.");
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas", undefined, 2);
if (!gl) {
testFailed("WebGL 2 context does not exist");
return;
}
var testNum = 0;
var border = 10; // border between test squares for visibility
var squareSize = 128;
var expectedColor = [0, 255, 0, 255]; // green
function subTest_int(message, VertexShader) {
debug(message);
var startX = (squareSize + border) * testNum;
var program = wtu.setupProgram(
gl, [VertexShader, "shader-fs"], ["pos"], null, true);
gl.viewport(startX, 0, squareSize, squareSize);
var one = gl.getUniformLocation(program, "u_one");
var two = gl.getUniformLocation(program, "u_two");
var three = gl.getUniformLocation(program, "u_three");
gl.uniform1i(one, 1);
gl.uniform1i(two, 2);
gl.uniform1i(three, 3);
wtu.drawUnitQuad(gl);
wtu.checkCanvasRect(
gl, startX, 0, squareSize, squareSize,
expectedColor, "square should be green", 1);
debug("");
testNum++;
}
function subTest_uint(message, VertexShader) {
debug(message);
var startX = (squareSize + border) * testNum;
var program = wtu.setupProgram(
gl, [VertexShader, "shader-fs"], ["pos"], null, true);
gl.viewport(startX, 0, squareSize, squareSize);
var one = gl.getUniformLocation(program, "u_one");
var two = gl.getUniformLocation(program, "u_two");
var three = gl.getUniformLocation(program, "u_three");
gl.uniform1ui(one, 1);
gl.uniform1ui(two, 2);
gl.uniform1ui(three, 3);
wtu.drawUnitQuad(gl);
wtu.checkCanvasRect(
gl, startX, 0, squareSize, squareSize,
expectedColor, "square should be green", 1);
debug("");
testNum++;
}
if (!gl) {
testFailed("context does not exist");
} else {
wtu.setupUnitQuad(gl);
subTest_int("Test unary minus operator on int.", "shader-vs-int");
subTest_uint("Test unary minus operator on unsigned int.", "shader-vs-uint");
subTest_int("Test unary minus operator on int with multiple brackets.", "shader-vs-int-multiple-brackets");
subTest_uint("Test unary minus operator on unsigned int with multiple brackets.", "shader-vs-uint-multiple-brackets");
subTest_int("Test implicit unary minus operator on int.", "shader-vs-int-implicit-unary-minus");
subTest_uint("Test implicit unary minus operator on unsigned int.", "shader-vs-uint-implicit-unary-minus");
}
}
test();
var successfullyParsed = true;
finishTest();
</script>
</body>
</html>