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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL EXT_frag_depth Conformance Tests</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> |
| <div id="description"></div> |
| <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> |
| <div id="console"></div> |
| <!-- Shaders for testing fragment depth writing --> |
| |
| <!-- Shader omitting the required #extension pragma --> |
| <script id="missingPragmaFragmentShader" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| gl_FragDepthEXT = 1.0; |
| } |
| </script> |
| |
| <!-- Shader to test macro definition --> |
| <script id="macroFragmentShader" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() { |
| #ifdef GL_EXT_frag_depth |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| #else |
| // Error expected |
| #error no GL_EXT_frag_depth; |
| #endif |
| } |
| </script> |
| |
| <!-- Shader with required #extension pragma --> |
| <script id="testFragmentShader" type="x-shader/x-fragment"> |
| #extension GL_EXT_frag_depth : enable |
| precision mediump float; |
| void main() { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| gl_FragDepthEXT = 1.0; |
| } |
| </script> |
| <!-- Shaders to link with test fragment shaders --> |
| <script id="goodVertexShader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| void main() { |
| gl_Position = vPosition; |
| } |
| </script> |
| <!-- Shaders to test output --> |
| <script id="outputVertexShader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| void main() { |
| gl_Position = vPosition; |
| } |
| </script> |
| <script id="outputFragmentShader" type="x-shader/x-fragment"> |
| #extension GL_EXT_frag_depth : enable |
| precision mediump float; |
| uniform float uDepth; |
| void main() { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| gl_FragDepthEXT = uDepth; |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| description("This test verifies the functionality of the EXT_frag_depth extension, if it is available."); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas); |
| var ext = null; |
| |
| // Run all tests once. |
| runAllTests(); |
| |
| // Run all tests against with a new context to test for any cache issues. |
| debug(""); |
| debug("Testing new context to catch cache errors"); |
| gl = wtu.create3DContext(); |
| ext = null; |
| runAllTests(); |
| |
| function runAllTests() { |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| runShaderTests(false); |
| |
| // Query the extension and store globally so shouldBe can access it |
| ext = wtu.getExtensionWithKnownPrefixes(gl, "EXT_frag_depth"); |
| if (!ext) { |
| testPassed("No EXT_frag_depth support -- this is legal"); |
| |
| runSupportedTest(false); |
| } else { |
| testPassed("Successfully enabled EXT_frag_depth extension"); |
| |
| runSupportedTest(true); |
| |
| runShaderTests(true); |
| runOutputTests(); |
| runUniqueObjectTest(); |
| |
| // Run deferred link tests. |
| runDeferredLinkTests(); |
| } |
| } |
| |
| } |
| |
| function runSupportedTest(extensionEnabled) { |
| var supported = gl.getSupportedExtensions(); |
| if (supported.indexOf("EXT_frag_depth") >= 0) { |
| if (extensionEnabled) { |
| testPassed("EXT_frag_depth listed as supported and getExtension succeeded"); |
| } else { |
| testFailed("EXT_frag_depth listed as supported but getExtension failed"); |
| } |
| } else { |
| if (extensionEnabled) { |
| testFailed("EXT_frag_depth not listed as supported but getExtension succeeded"); |
| } else { |
| testPassed("EXT_frag_depth not listed as supported and getExtension failed -- this is legal"); |
| } |
| } |
| } |
| |
| function runShaderTests(extensionEnabled) { |
| debug(""); |
| debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled")); |
| |
| // Expect the macro shader to succeed ONLY if enabled |
| var macroFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "macroFragmentShader"); |
| if (extensionEnabled) { |
| if (macroFragmentProgram) { |
| // Expected result |
| testPassed("GL_EXT_frag_depth defined in shaders when extension is enabled"); |
| } else { |
| testFailed("GL_EXT_frag_depth not defined in shaders when extension is enabled"); |
| } |
| } else { |
| if (macroFragmentProgram) { |
| testFailed("GL_EXT_frag_depth defined in shaders when extension is disabled"); |
| } else { |
| testPassed("GL_EXT_frag_depth not defined in shaders when extension disabled"); |
| } |
| } |
| |
| // Always expect the shader missing the #pragma to fail (whether enabled or not) |
| var missingPragmaFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "missingPragmaFragmentShader"); |
| if (missingPragmaFragmentProgram) { |
| testFailed("Shader built-ins allowed without #extension pragma"); |
| } else { |
| testPassed("Shader built-ins disallowed without #extension pragma"); |
| } |
| |
| // Try to compile a shader using the built-ins that should only succeed if enabled |
| var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "testFragmentShader"); |
| if (extensionEnabled) { |
| if (testFragmentProgram) { |
| testPassed("Shader built-ins compiled successfully when extension enabled"); |
| } else { |
| testFailed("Shader built-ins failed to compile when extension enabled"); |
| } |
| } else { |
| if (testFragmentProgram) { |
| testFailed("Shader built-ins compiled successfully when extension disabled"); |
| } else { |
| testPassed("Shader built-ins failed to compile when extension disabled"); |
| } |
| } |
| } |
| |
| function runOutputTests() { |
| var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher |
| |
| debug("Testing various draws for valid built-in function behavior"); |
| |
| canvas.width = 50; canvas.height = 50; |
| gl.viewport(0, 0, canvas.width, canvas.height); |
| |
| // Enable depth testing with a clearDepth of 0.5 |
| // This makes it so that fragments are only rendered when |
| // gl_fragDepthEXT is < 0.5 |
| gl.clearDepth(0.5); |
| gl.enable(gl.DEPTH_TEST); |
| |
| var positionLoc = 0; |
| var texcoordLoc = 1; |
| var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['vPosition'], [0]); |
| var quadParameters = wtu.setupUnitQuad(gl, 0, 1); |
| var depthUniform = gl.getUniformLocation(program, "uDepth"); |
| |
| // Draw 1: Greater than clear depth |
| gl.uniform1f(depthUniform, 1.0); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 255, 255, 255]); |
| |
| // Draw 2: Less than clear depth |
| gl.uniform1f(depthUniform, 0.0); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]); |
| } |
| |
| function runUniqueObjectTest() |
| { |
| debug("Testing that getExtension() returns the same object each time"); |
| ext = null; |
| gl.getExtension("EXT_frag_depth").myProperty = 2; |
| webglHarnessCollectGarbage(); |
| shouldBe('gl.getExtension("EXT_frag_depth").myProperty', '2'); |
| } |
| |
| function runDeferredLinkTests() { |
| debug(""); |
| debug("Testing deferred shader compilation tests."); |
| |
| // Test for compilation failures that are caused by missing extensions |
| // do not succeed if extensions are enabled during linking. This would |
| // only happen for deferred shader compilations. |
| |
| // First test if link succeeds with extension enabled. |
| var glEnabled = wtu.create3DContext(); |
| var extEnabled = glEnabled.getExtension("EXT_frag_depth"); |
| if (!extEnabled) { |
| testFailed("Deferred link test expects the extension to be supported"); |
| } |
| |
| var vertexShader = wtu.loadShaderFromScript(glEnabled, "goodVertexShader"); |
| var fragmentShader = wtu.loadShaderFromScript(glEnabled, "macroFragmentShader"); |
| |
| if (!vertexShader || !fragmentShader) { |
| testFailed("Could not create good shaders."); |
| return; |
| } |
| |
| var program = wtu.setupProgram(glEnabled, [vertexShader, fragmentShader]); |
| |
| if (!program) { |
| testFailed("Compilation with extension enabled failed."); |
| return; |
| } |
| |
| // Create new context to test link failure without extension enabled. |
| var glDeferred = wtu.create3DContext(); |
| |
| var vertexShader = wtu.loadShaderFromScript(glDeferred, "goodVertexShader", glDeferred.VERTEX_SHADER, undefined, undefined, true); |
| var fragmentShader = wtu.loadShaderFromScript(glDeferred, "macroFragmentShader", glDeferred.FRAGMENT_SHADER, undefined, undefined, true); |
| |
| if (vertexShader == null || fragmentShader == null) { |
| testFailed("Could not create shaders."); |
| return; |
| } |
| |
| // Shader compilations should have failed due to extensions not enabled. |
| glDeferred.getExtension("EXT_frag_depth"); |
| var program = wtu.setupProgram(glDeferred, [vertexShader, fragmentShader]); |
| if (program) { |
| testFailed("Compilation with extension disabled then linking with extension enabled should have failed."); |
| return; |
| } |
| |
| testPassed("Compilation with extension disabled then linking with extension enabled."); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |