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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL out of bounds uniform array access.</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <canvas id="example" width="128" height="128" style="background: black;"> |
| </canvas> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| varying vec4 v_color; |
| uniform float lineWidth; |
| uniform int elemMult; |
| uniform vec4 colorArray[6]; |
| void main() |
| { |
| vec2 texcoord = vec2(vPosition.xy * 0.5 + vec2(0.5, 0.5)); |
| int index = int(texcoord.x + texcoord.y * lineWidth) * elemMult; |
| v_color = colorArray[index]; |
| gl_Position = vPosition; |
| gl_PointSize = 1.0; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| varying vec4 v_color; |
| void main() |
| { |
| gl_FragColor = v_color; |
| } |
| </script> |
| <script> |
| "use strict"; |
| debug("Tests a WebGL program that accesses out of bounds uniform array elements"); |
| |
| var gl; |
| var gridRes = 127; |
| var lineWidthLoc; |
| var elemMultLoc; |
| var width = 128; |
| var height = 128; |
| var pixels = new Uint8Array(width * height * 4); |
| |
| var lineWidth = 0; |
| var elemMult = 0; |
| |
| var knownColors = [ |
| 1.0, 0.0, 0.0, 1.0, // Red |
| 0.0, 1.0, 0.0, 1.0, // Green |
| 0.0, 0.0, 1.0, 1.0, // Blue |
| 0.0, 1.0, 1.0, 1.0, // Cyan |
| 1.0, 0.0, 1.0, 1.0, // Magenta |
| 1.0, 1.0, 0.0, 1.0 // Yellow |
| ]; |
| |
| function main() { |
| var wtu = WebGLTestUtils; |
| gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram( |
| gl, |
| ['vshader', 'fshader'], |
| ['vPosition'], [0]); |
| |
| // setupQuad produces the geometry we want for a gridRes x gridRes grid |
| // of points. No interpolation will be performed across the points, so |
| // according to the WebGL specification for out-of-bounds array accesses, |
| // we will get exactly the input colors from the uniform colorArray, or |
| // zero, for each pixel on the canvas. |
| wtu.setupIndexedQuad(gl, gridRes, 0); |
| var colorArrayLoc = gl.getUniformLocation(program, "colorArray[0]"); |
| assertMsg(colorArrayLoc != null, "color array uniform should be found"); |
| var colors = new Float32Array(knownColors); |
| gl.uniform4fv(colorArrayLoc, colors); |
| lineWidthLoc = gl.getUniformLocation(program, "lineWidth"); |
| elemMultLoc = gl.getUniformLocation(program, "elemMult"); |
| assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup."); |
| runOneIteration(); |
| } |
| |
| function withinEpsilon(val1, val2) { |
| return Math.abs(val1 - val2) < 0.0001; |
| } |
| |
| function isKnownColor(r, g, b) { |
| if (r == 0 && g == 0 && b == 0) |
| return true; |
| for (var ii = 0; ii < knownColors.length; ii += 4) { |
| if (withinEpsilon(r / 255.0, knownColors[ii + 0]) && |
| withinEpsilon(g / 255.0, knownColors[ii + 1]) && |
| withinEpsilon(b / 255.0, knownColors[ii + 2])) |
| return true; |
| } |
| return false; |
| } |
| |
| function runOneIteration() { |
| if (elemMult < 2048) { |
| var ok = true; |
| var startingLineWidth = lineWidth; |
| var firstFailingPixel = null; |
| var firstFailingValue = null; |
| for (; lineWidth < 2540; lineWidth += 31) { |
| // Draw |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.uniform1f(lineWidthLoc, lineWidth); |
| gl.uniform1i(elemMultLoc, elemMult); |
| gl.drawArrays(gl.POINTS, 0, gridRes * gridRes); |
| |
| // Read back |
| gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| |
| // Verify |
| for (var y = 0; y < height; ++y) { |
| for (var x = 0; x < width; ++x) { |
| if (!isKnownColor(pixels[4 * (width * y + x) + 0], |
| pixels[4 * (width * y + x) + 1], |
| pixels[4 * (width * y + x) + 2])) { |
| ok = false; |
| if (firstFailingPixel == null) { |
| firstFailingPixel = [x, y]; |
| firstFailingValue = [pixels[4 * (width * y + x) + 0], |
| pixels[4 * (width * y + x) + 1], |
| pixels[4 * (width * y + x) + 2]]; |
| } |
| } |
| } |
| } |
| } |
| var endingLineWidth = lineWidth - 31; |
| lineWidth -= 2540; |
| if (ok) { |
| testPassed("Good rendering results for lineWidths " + |
| startingLineWidth + "..." + endingLineWidth + |
| " at elemMult=" + elemMult); |
| } else { |
| testFailed("for lineWidth=" + lineWidth + ", elemMult=" + elemMult + |
| ": first failing pixel (" + firstFailingPixel[0] + ", " + firstFailingPixel[1] + ") was (" + |
| firstFailingValue[0] + ", " + |
| firstFailingValue[1] + ", " + |
| firstFailingValue[2] + "), should be (0, 0, 0) or one of known colors"); |
| } |
| elemMult += 73; |
| setTimeout(runOneIteration, 1); |
| } else { |
| finishTest(); |
| } |
| } |
| |
| main(); |
| |
| var successfullyParsed = true; |
| |
| </script> |
| </body> |
| </html> |