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| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL EXT_shader_texture_lod Conformance Tests</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../js/desktop-gl-constants.js"></script> |
| <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: 256px; height: 256px;"> </canvas> |
| <canvas id="canvas2" style="width: 256px; height: 256px;"> </canvas> |
| <div id="console"></div> |
| <!-- Shaders for testing texture LOD functions --> |
| |
| <!-- Shader omitting the required #extension pragma --> |
| <script id="missingPragmaFragmentShader" type="x-shader/x-fragment"> |
| precision mediump float; |
| varying vec2 texCoord0v; |
| uniform float lod; |
| uniform sampler2D tex; |
| void main() { |
| vec4 color = texture2DLodEXT(tex, texCoord0v, lod); |
| gl_FragColor = color; |
| } |
| </script> |
| |
| <!-- Shader to test macro definition --> |
| <script id="macroFragmentShader" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() { |
| #ifdef GL_EXT_shader_texture_lod |
| gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); |
| #else |
| // Error expected |
| #error no GL_EXT_shader_texture_lod; |
| #endif |
| } |
| </script> |
| |
| <!-- Shader with required #extension pragma --> |
| <script id="testFragmentShader" type="x-shader/x-fragment"> |
| #extension GL_EXT_shader_texture_lod : enable |
| precision mediump float; |
| varying vec2 texCoord0v; |
| uniform float lod; |
| uniform sampler2D tex; |
| void main() { |
| vec4 color = texture2DLodEXT(tex, texCoord0v, lod); |
| gl_FragColor = color; |
| } |
| </script> |
| |
| <!-- Shaders to link with test fragment shaders --> |
| <script id="goodVertexShader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord0v; |
| void main() { |
| texCoord0v = texCoord0; |
| gl_Position = vPosition; |
| } |
| </script> |
| |
| <!-- Shaders to test output --> |
| <script id="outputVertexShader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord0v; |
| void main() { |
| texCoord0v = texCoord0; |
| gl_Position = vPosition; |
| } |
| </script> |
| <script id="outputFragmentShader" type="x-shader/x-fragment"> |
| #extension GL_EXT_shader_texture_lod : require |
| precision mediump float; |
| varying vec2 texCoord0v; |
| uniform float lod; |
| uniform sampler2D tex; |
| void main() { |
| vec4 color = texture2DLodEXT(tex, texCoord0v, lod); |
| gl_FragColor = color; |
| } |
| </script> |
| |
| <script> |
| description("This test verifies the functionality of the EXT_shader_texture_lod 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"); |
| var canvas2 = document.getElementById("canvas2"); |
| gl = wtu.create3DContext(canvas2); |
| ext = null; |
| runAllTests(); |
| |
| function runAllTests() { |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| // Run tests with extension disabled |
| runShaderTests(false); |
| |
| // Query the extension and store globally so shouldBe can access it |
| ext = gl.getExtension("EXT_shader_texture_lod"); |
| if (!ext) { |
| testPassed("No EXT_shader_texture_lod support -- this is legal"); |
| |
| runSupportedTest(false); |
| } else { |
| testPassed("Successfully enabled EXT_shader_texture_lod extension"); |
| |
| runSupportedTest(true); |
| |
| runShaderTests(true); |
| runOutputTests(); |
| runUniqueObjectTest(); |
| runReferenceCycleTest(); |
| |
| // Run deferred link tests. |
| runDeferredLinkTests(); |
| } |
| } |
| |
| } |
| |
| function runSupportedTest(extensionEnabled) { |
| var supported = gl.getSupportedExtensions(); |
| if (supported.indexOf("EXT_shader_texture_lod") >= 0) { |
| if (extensionEnabled) { |
| testPassed("EXT_shader_texture_lod listed as supported and getExtension succeeded"); |
| } else { |
| testFailed("EXT_shader_texture_lod listed as supported but getExtension failed"); |
| } |
| } else { |
| if (extensionEnabled) { |
| testFailed("EXT_shader_texture_lod not listed as supported but getExtension succeeded"); |
| } else { |
| testPassed("EXT_shader_texture_lod 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_shader_texture_lod defined in shaders when extension is enabled"); |
| } else { |
| testFailed("GL_EXT_shader_texture_lod not defined in shaders when extension is enabled"); |
| } |
| } else { |
| if (macroFragmentProgram) { |
| testFailed("GL_EXT_shader_texture_lod defined in shaders when extension is disabled"); |
| } else { |
| testPassed("GL_EXT_shader_texture_lod 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() { |
| debug(""); |
| debug("Testing various draws for valid built-in function behavior"); |
| gl.viewport(0, 0, canvas.width, canvas.height); |
| |
| var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['vPosition', 'texCoord0'], [0, 1]); |
| var quadParameters = wtu.setupUnitQuad(gl, 0, 1); |
| |
| var colors = [ |
| {name: 'red', color:[255, 0, 0, 255]}, |
| {name: 'green', color:[0, 255, 0, 255]}, |
| {name: 'blue', color:[0, 0, 255, 255]}, |
| {name: 'yellow', color:[255, 255, 0, 255]}, |
| {name: 'magenta', color:[255, 0, 255, 255]}, |
| {name: 'cyan', color:[0, 255, 255, 255]}, |
| {name: 'pink', color:[255, 128, 128, 255]}, |
| {name: 'gray', color:[128, 128, 128, 255]}, |
| {name: 'light green', color:[128, 255, 128, 255]}, |
| ]; |
| |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
| |
| for (var ii = 0; ii < colors.length; ++ii) { |
| var color = colors[ii]; |
| var size = Math.pow(2, colors.length - ii - 1); |
| wtu.fillTexture(gl, tex, size, size, color.color, ii); |
| } |
| |
| var loc = gl.getUniformLocation(program, "lod"); |
| |
| for (var ii = 0; ii < colors.length; ++ii) { |
| gl.uniform1f(loc, ii); |
| var color = colors[ii]; |
| wtu.drawUnitQuad(gl); |
| wtu.checkCanvas( |
| gl, color.color, |
| "256x256 texture drawn to 256x256 dest with lod = " + ii + |
| " should be " + color.name); |
| } |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR); |
| } |
| |
| function runUniqueObjectTest() |
| { |
| debug(""); |
| debug("Testing that getExtension() returns the same object each time"); |
| ext = null; |
| gl.getExtension("EXT_shader_texture_lod").myProperty = 2; |
| webglHarnessCollectGarbage(); |
| shouldBe('gl.getExtension("EXT_shader_texture_lod").myProperty', '2'); |
| } |
| |
| function runReferenceCycleTest() |
| { |
| // create some reference cycles. The goal is to see if they cause leaks. The point is that |
| // some browser test runners have instrumentation to detect leaked refcounted objects. |
| debug(""); |
| debug("Testing reference cycles between context and extension objects"); |
| var ext = gl.getExtension("EXT_shader_texture_lod"); |
| |
| // create cycle between extension and context, since the context has to hold a reference to the extension |
| ext.context = gl; |
| |
| // create a self-cycle on the extension object |
| ext.ext = ext; |
| } |
| |
| 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_shader_texture_lod"); |
| 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_shader_texture_lod"); |
| 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(""); |
| successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |