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| ** Copyright (c) 2012 The Khronos Group Inc. |
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| ** Permission is hereby granted, free of charge, to any person obtaining a |
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| ** "Materials"), to deal in the Materials without restriction, including |
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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL WebGL_debug_shaders Conformance Tests</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test.js"></script> |
| <script src="../resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <canvas id="canvas" style="width: 1px; height: 1px;"> </canvas> |
| <div id="console"></div> |
| <!-- Shaders for testing standard derivatives --> |
| |
| <script> |
| "use strict"; |
| description("This test verifies the functionality of the WEBGL_debug_shaders extension, if it is available."); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("canvas"); |
| var ext = null; |
| var shader = null; |
| var program = null; |
| var info = null; |
| var translatedSource; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| // Query the extension and store globally so shouldBe can access it |
| ext = gl.getExtension("WEBGL_debug_shaders"); |
| if (!ext) { |
| testPassed("No WEBGL_debug_shaders support -- this is legal"); |
| |
| runSupportedTest(false); |
| } else { |
| testPassed("Successfully enabled WEBGL_debug_shaders extension"); |
| |
| runSupportedTest(true); |
| runTestEnabled(); |
| } |
| } |
| |
| function runSupportedTest(extensionEnabled) { |
| var supported = gl.getSupportedExtensions(); |
| if (supported.indexOf("WEBGL_debug_shaders") >= 0) { |
| if (extensionEnabled) { |
| testPassed("WEBGL_debug_shaders listed as supported and getExtension succeeded"); |
| } else { |
| testFailed("WEBGL_debug_shaders listed as supported but getExtension failed"); |
| } |
| } else { |
| if (extensionEnabled) { |
| testFailed("WEBGL_debug_shaders not listed as supported but getExtension succeeded"); |
| } else { |
| testPassed("WEBGL_debug_shaders not listed as supported and getExtension failed -- this is legal"); |
| } |
| } |
| } |
| |
| function runTestEnabled() { |
| debug("Testing function with extension enabled"); |
| |
| var shaderInfos = [ |
| { |
| source: "void main() { gl_Position = vec4(1.0, 0.0, 0.0, 1.0); }", |
| type: gl.VERTEX_SHADER |
| }, |
| { |
| source: "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }", |
| type: gl.FRAGMENT_SHADER |
| } |
| ]; |
| |
| // Do this twice to test for caching issues. |
| for (var jj = 0; jj < 2; ++jj) { |
| debug("pass:" + (jj + 1)); |
| program = gl.createProgram(); |
| for (var ii = 0; ii < shaderInfos.length; ++ii) { |
| info = shaderInfos[ii]; |
| |
| shader = gl.createShader(info.type); |
| |
| // if no source has been defined or compileShader() has not been called, |
| // getTranslatedShaderSource() should return an empty string. |
| shouldBeNull("ext.getTranslatedShaderSource(shader)"); |
| gl.shaderSource(shader, info.source); |
| shouldBeNull("ext.getTranslatedShaderSource(shader)"); |
| gl.compileShader(shader); |
| shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
| translatedSource = ext.getTranslatedShaderSource(shader); |
| glErrorShouldBe(gl, gl.NO_ERROR, "No gl error should occur"); |
| if (translatedSource && translatedSource.length > 0) { |
| testPassed("Successfully called getTranslatedShaderSource()"); |
| } else { |
| testFailed("Calling getTranslatedShaderSource() failed"); |
| } |
| gl.attachShader(program, shader); |
| } |
| gl.linkProgram(program); |
| shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)"); |
| } |
| |
| // Test changing the source. Make sure we get the correct source each time. |
| debug("test changing source"); |
| shader = gl.createShader(gl.FRAGMENT_SHADER); |
| gl.shaderSource(shader, "void main() { gl_FragColor = vec4(gl_FragCoord.x, 0.0, 0.0, 1.0); }"); |
| gl.compileShader(shader); |
| shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
| translatedSource = ext.getTranslatedShaderSource(shader); |
| shouldBeTrue('translatedSource && translatedSource.indexOf("gl_FragCoord") >= 0'); |
| // change the source but don't compile. |
| gl.shaderSource(shader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }"); |
| // the source should NOT change. It should be the same as the old source. |
| newTranslatedSource = ext.getTranslatedShaderSource(shader); |
| shouldBe('newTranslatedSource', 'translatedSource'); |
| // now compile. |
| gl.compileShader(shader); |
| shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
| // the source should have change. |
| newTranslatedSource = ext.getTranslatedShaderSource(shader); |
| shouldNotBe('newTranslatedSource', 'translatedSource'); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |