diff options
author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
---|---|---|
committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/canvas/test/webgl-conf/checkout/resources/glsl-generator.js | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/resources/glsl-generator.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/resources/glsl-generator.js | 1251 |
1 files changed, 1251 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/resources/glsl-generator.js b/dom/canvas/test/webgl-conf/checkout/resources/glsl-generator.js new file mode 100644 index 000000000..dbb97eb02 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/resources/glsl-generator.js @@ -0,0 +1,1251 @@ +/* +** Copyright (c) 2012 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ +GLSLGenerator = (function() { + +var vertexShaderTemplate = [ + "attribute vec4 aPosition;", + "", + "varying vec4 vColor;", + "", + "$(extra)", + "$(emu)", + "", + "void main()", + "{", + " gl_Position = aPosition;", + " vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));", + " vec4 color = vec4(", + " texcoord,", + " texcoord.x * texcoord.y,", + " (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);", + " $(test)", + "}" +].join("\n"); + +var fragmentShaderTemplate = [ + "precision mediump float;", + "", + "varying vec4 vColor;", + "", + "$(extra)", + "$(emu)", + "", + "void main()", + "{", + " $(test)", + "}" +].join("\n"); + +var baseVertexShader = [ + "attribute vec4 aPosition;", + "", + "varying vec4 vColor;", + "", + "void main()", + "{", + " gl_Position = aPosition;", + " vec2 texcoord = vec2(aPosition.xy * 0.5 + vec2(0.5, 0.5));", + " vColor = vec4(", + " texcoord,", + " texcoord.x * texcoord.y,", + " (1.0 - texcoord.x) * texcoord.y * 0.5 + 0.5);", + "}" +].join("\n"); + +var baseVertexShaderWithColor = [ + "attribute vec4 aPosition;", + "attribute vec4 aColor;", + "", + "varying vec4 vColor;", + "", + "void main()", + "{", + " gl_Position = aPosition;", + " vColor = aColor;", + "}" +].join("\n"); + +var baseFragmentShader = [ + "precision mediump float;", + "varying vec4 vColor;", + "", + "void main()", + "{", + " gl_FragColor = vColor;", + "}" +].join("\n"); + +var types = [ + { type: "float", + code: [ + "float $(func)_emu($(args)) {", + " return $(func)_base($(baseArgs));", + "}"].join("\n") + }, + { type: "vec2", + code: [ + "vec2 $(func)_emu($(args)) {", + " return vec2(", + " $(func)_base($(baseArgsX)),", + " $(func)_base($(baseArgsY)));", + "}"].join("\n") + }, + { type: "vec3", + code: [ + "vec3 $(func)_emu($(args)) {", + " return vec3(", + " $(func)_base($(baseArgsX)),", + " $(func)_base($(baseArgsY)),", + " $(func)_base($(baseArgsZ)));", + "}"].join("\n") + }, + { type: "vec4", + code: [ + "vec4 $(func)_emu($(args)) {", + " return vec4(", + " $(func)_base($(baseArgsX)),", + " $(func)_base($(baseArgsY)),", + " $(func)_base($(baseArgsZ)),", + " $(func)_base($(baseArgsW)));", + "}"].join("\n") + } +]; + +var bvecTypes = [ + { type: "bvec2", + code: [ + "bvec2 $(func)_emu($(args)) {", + " return bvec2(", + " $(func)_base($(baseArgsX)),", + " $(func)_base($(baseArgsY)));", + "}"].join("\n") + }, + { type: "bvec3", + code: [ + "bvec3 $(func)_emu($(args)) {", + " return bvec3(", + " $(func)_base($(baseArgsX)),", + " $(func)_base($(baseArgsY)),", + " $(func)_base($(baseArgsZ)));", + "}"].join("\n") + }, + { type: "bvec4", + code: [ + "vec4 $(func)_emu($(args)) {", + " return bvec4(", + " $(func)_base($(baseArgsX)),", + " $(func)_base($(baseArgsY)),", + " $(func)_base($(baseArgsZ)),", + " $(func)_base($(baseArgsW)));", + "}"].join("\n") + } +]; + +var replaceRE = /\$\((\w+)\)/g; + +var replaceParams = function(str) { + var args = arguments; + return str.replace(replaceRE, function(str, p1, offset, s) { + for (var ii = 1; ii < args.length; ++ii) { + if (args[ii][p1] !== undefined) { + return args[ii][p1]; + } + } + throw "unknown string param '" + p1 + "'"; + }); +}; + +var generateReferenceShader = function( + shaderInfo, template, params, typeInfo, test) { + var input = shaderInfo.input; + var output = shaderInfo.output; + var feature = params.feature; + var testFunc = params.testFunc; + var emuFunc = params.emuFunc || ""; + var extra = params.extra || ''; + var args = params.args || "$(type) value"; + var type = typeInfo.type; + var typeCode = typeInfo.code; + + var baseArgs = params.baseArgs || "value$(field)"; + var baseArgsX = replaceParams(baseArgs, {field: ".x"}); + var baseArgsY = replaceParams(baseArgs, {field: ".y"}); + var baseArgsZ = replaceParams(baseArgs, {field: ".z"}); + var baseArgsW = replaceParams(baseArgs, {field: ".w"}); + var baseArgs = replaceParams(baseArgs, {field: ""}); + + test = replaceParams(test, { + input: input, + output: output, + func: feature + "_emu" + }); + emuFunc = replaceParams(emuFunc, { + func: feature + }); + args = replaceParams(args, { + type: type + }); + typeCode = replaceParams(typeCode, { + func: feature, + type: type, + args: args, + baseArgs: baseArgs, + baseArgsX: baseArgsX, + baseArgsY: baseArgsY, + baseArgsZ: baseArgsZ, + baseArgsW: baseArgsW + }); + var shader = replaceParams(template, { + extra: extra, + emu: emuFunc + "\n\n" + typeCode, + test: test + }); + return shader; +}; + +var generateTestShader = function( + shaderInfo, template, params, test) { + var input = shaderInfo.input; + var output = shaderInfo.output; + var feature = params.feature; + var testFunc = params.testFunc; + var extra = params.extra || ''; + + test = replaceParams(test, { + input: input, + output: output, + func: feature + }); + var shader = replaceParams(template, { + extra: extra, + emu: '', + test: test + }); + return shader; +}; + +function _reportResults(refData, refImg, testData, testImg, tolerance, + width, height, ctx, imgData, wtu, canvas2d, consoleDiv) { + var same = true; + var firstFailure = null; + for (var yy = 0; yy < height; ++yy) { + for (var xx = 0; xx < width; ++xx) { + var offset = (yy * width + xx) * 4; + var imgOffset = ((height - yy - 1) * width + xx) * 4; + imgData.data[imgOffset + 0] = 0; + imgData.data[imgOffset + 1] = 0; + imgData.data[imgOffset + 2] = 0; + imgData.data[imgOffset + 3] = 255; + if (Math.abs(refData[offset + 0] - testData[offset + 0]) > tolerance || + Math.abs(refData[offset + 1] - testData[offset + 1]) > tolerance || + Math.abs(refData[offset + 2] - testData[offset + 2]) > tolerance || + Math.abs(refData[offset + 3] - testData[offset + 3]) > tolerance) { + var detail = 'at (' + xx + ',' + yy + '): ref=(' + + refData[offset + 0] + ',' + + refData[offset + 1] + ',' + + refData[offset + 2] + ',' + + refData[offset + 3] + ') test=(' + + testData[offset + 0] + ',' + + testData[offset + 1] + ',' + + testData[offset + 2] + ',' + + testData[offset + 3] + ') tolerance=' + tolerance; + consoleDiv.appendChild(document.createTextNode(detail)); + consoleDiv.appendChild(document.createElement('br')); + if (!firstFailure) { + firstFailure = ": " + detail; + } + imgData.data[imgOffset] = 255; + same = false; + } + } + } + + var diffImg = null; + if (!same) { + ctx.putImageData(imgData, 0, 0); + diffImg = wtu.makeImageFromCanvas(canvas2d); + } + + var div = document.createElement("div"); + div.className = "testimages"; + wtu.insertImage(div, "ref", refImg); + wtu.insertImage(div, "test", testImg); + if (diffImg) { + wtu.insertImage(div, "diff", diffImg); + } + div.appendChild(document.createElement('br')); + + consoleDiv.appendChild(div); + + if (!same) { + testFailed("images are different" + (firstFailure ? firstFailure : "")); + } else { + testPassed("images are the same"); + } + + consoleDiv.appendChild(document.createElement('hr')); +} + +var runFeatureTest = function(params) { + var wtu = WebGLTestUtils; + var gridRes = params.gridRes; + var vertexTolerance = params.tolerance || 0; + var fragmentTolerance = params.tolerance || 1; + if ('fragmentTolerance' in params) + fragmentTolerance = params.fragmentTolerance; + + description("Testing GLSL feature: " + params.feature); + + var width = 32; + var height = 32; + + var consoleDiv = document.getElementById("console"); + var canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + var gl = wtu.create3DContext(canvas, { premultipliedAlpha: false }); + if (!gl) { + testFailed("context does not exist"); + finishTest(); + return; + } + + var canvas2d = document.createElement('canvas'); + canvas2d.width = width; + canvas2d.height = height; + var ctx = canvas2d.getContext("2d"); + var imgData = ctx.getImageData(0, 0, width, height); + + var shaderInfos = [ + { type: "vertex", + input: "color", + output: "vColor", + vertexShaderTemplate: vertexShaderTemplate, + fragmentShaderTemplate: baseFragmentShader, + tolerance: vertexTolerance + }, + { type: "fragment", + input: "vColor", + output: "gl_FragColor", + vertexShaderTemplate: baseVertexShader, + fragmentShaderTemplate: fragmentShaderTemplate, + tolerance: fragmentTolerance + } + ]; + for (var ss = 0; ss < shaderInfos.length; ++ss) { + var shaderInfo = shaderInfos[ss]; + var tests = params.tests; + var testTypes = params.emuFuncs || (params.bvecTest ? bvecTypes : types); + // Test vertex shaders + for (var ii = 0; ii < tests.length; ++ii) { + var type = testTypes[ii]; + if (params.simpleEmu) { + type = { + type: type.type, + code: params.simpleEmu + }; + } + debug(""); + var str = replaceParams(params.testFunc, { + func: params.feature, + type: type.type, + arg0: type.type + }); + var passMsg = "Testing: " + str + " in " + shaderInfo.type + " shader"; + debug(passMsg); + + var referenceVertexShaderSource = generateReferenceShader( + shaderInfo, + shaderInfo.vertexShaderTemplate, + params, + type, + tests[ii]); + var referenceFragmentShaderSource = generateReferenceShader( + shaderInfo, + shaderInfo.fragmentShaderTemplate, + params, + type, + tests[ii]); + var testVertexShaderSource = generateTestShader( + shaderInfo, + shaderInfo.vertexShaderTemplate, + params, + tests[ii]); + var testFragmentShaderSource = generateTestShader( + shaderInfo, + shaderInfo.fragmentShaderTemplate, + params, + tests[ii]); + + + debug(""); + var referenceVertexShader = wtu.loadShader(gl, referenceVertexShaderSource, gl.VERTEX_SHADER, testFailed, true, 'reference'); + var referenceFragmentShader = wtu.loadShader(gl, referenceFragmentShaderSource, gl.FRAGMENT_SHADER, testFailed, true, 'reference'); + var testVertexShader = wtu.loadShader(gl, testVertexShaderSource, gl.VERTEX_SHADER, testFailed, true, 'test'); + var testFragmentShader = wtu.loadShader(gl, testFragmentShaderSource, gl.FRAGMENT_SHADER, testFailed, true, 'test'); + debug(""); + + if (parseInt(wtu.getUrlOptions().dumpShaders)) { + var vRefInfo = { + shader: referenceVertexShader, + shaderSuccess: true, + label: "reference vertex shader", + source: referenceVertexShaderSource + }; + var fRefInfo = { + shader: referenceFragmentShader, + shaderSuccess: true, + label: "reference fragment shader", + source: referenceFragmentShaderSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vRefInfo, fRefInfo); + + var vTestInfo = { + shader: testVertexShader, + shaderSuccess: true, + label: "test vertex shader", + source: testVertexShaderSource + }; + var fTestInfo = { + shader: testFragmentShader, + shaderSuccess: true, + label: "test fragment shader", + source: testFragmentShaderSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vTestInfo, fTestInfo); + } + + var refData = draw( + referenceVertexShader, referenceFragmentShader); + var refImg = wtu.makeImageFromCanvas(canvas); + if (ss == 0) { + var testData = draw( + testVertexShader, referenceFragmentShader); + } else { + var testData = draw( + referenceVertexShader, testFragmentShader); + } + var testImg = wtu.makeImageFromCanvas(canvas); + + _reportResults(refData, refImg, testData, testImg, shaderInfo.tolerance, + width, height, ctx, imgData, wtu, canvas2d, consoleDiv); + } + } + + finishTest(); + + function draw(vertexShader, fragmentShader) { + var program = wtu.createProgram(gl, vertexShader, fragmentShader, testFailed); + + var posLoc = gl.getAttribLocation(program, "aPosition"); + wtu.setupIndexedQuad(gl, gridRes, posLoc); + + gl.useProgram(program); + wtu.clearAndDrawIndexedQuad(gl, gridRes, [0, 0, 255, 255]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from draw"); + + var img = new Uint8Array(width * height * 4); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, img); + return img; + } + +}; + +var runBasicTest = function(params) { + var wtu = WebGLTestUtils; + var gridRes = params.gridRes; + var vertexTolerance = params.tolerance || 0; + var fragmentTolerance = vertexTolerance; + if ('fragmentTolerance' in params) + fragmentTolerance = params.fragmentTolerance || 0; + + description("Testing : " + document.getElementsByTagName("title")[0].innerText); + + var width = 32; + var height = 32; + + var consoleDiv = document.getElementById("console"); + var canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + var gl = wtu.create3DContext(canvas); + if (!gl) { + testFailed("context does not exist"); + finishTest(); + return; + } + + var canvas2d = document.createElement('canvas'); + canvas2d.width = width; + canvas2d.height = height; + var ctx = canvas2d.getContext("2d"); + var imgData = ctx.getImageData(0, 0, width, height); + + var shaderInfos = [ + { type: "vertex", + input: "color", + output: "vColor", + vertexShaderTemplate: vertexShaderTemplate, + fragmentShaderTemplate: baseFragmentShader, + tolerance: vertexTolerance + }, + { type: "fragment", + input: "vColor", + output: "gl_FragColor", + vertexShaderTemplate: baseVertexShader, + fragmentShaderTemplate: fragmentShaderTemplate, + tolerance: fragmentTolerance + } + ]; + for (var ss = 0; ss < shaderInfos.length; ++ss) { + var shaderInfo = shaderInfos[ss]; + var tests = params.tests; +// var testTypes = params.emuFuncs || (params.bvecTest ? bvecTypes : types); + // Test vertex shaders + for (var ii = 0; ii < tests.length; ++ii) { + var test = tests[ii]; + debug(""); + var passMsg = "Testing: " + test.name + " in " + shaderInfo.type + " shader"; + debug(passMsg); + + function genShader(shaderInfo, template, shader, subs) { + shader = replaceParams(shader, subs, { + input: shaderInfo.input, + output: shaderInfo.output + }); + shader = replaceParams(template, subs, { + test: shader, + emu: "", + extra: "" + }); + return shader; + } + + var referenceVertexShaderSource = genShader( + shaderInfo, + shaderInfo.vertexShaderTemplate, + test.reference.shader, + test.reference.subs); + var referenceFragmentShaderSource = genShader( + shaderInfo, + shaderInfo.fragmentShaderTemplate, + test.reference.shader, + test.reference.subs); + var testVertexShaderSource = genShader( + shaderInfo, + shaderInfo.vertexShaderTemplate, + test.test.shader, + test.test.subs); + var testFragmentShaderSource = genShader( + shaderInfo, + shaderInfo.fragmentShaderTemplate, + test.test.shader, + test.test.subs); + + debug(""); + var referenceVertexShader = wtu.loadShader(gl, referenceVertexShaderSource, gl.VERTEX_SHADER, testFailed, true, 'reference'); + var referenceFragmentShader = wtu.loadShader(gl, referenceFragmentShaderSource, gl.FRAGMENT_SHADER, testFailed, true, 'reference'); + var testVertexShader = wtu.loadShader(gl, testVertexShaderSource, gl.VERTEX_SHADER, testFailed, true, 'test'); + var testFragmentShader = wtu.loadShader(gl, testFragmentShaderSource, gl.FRAGMENT_SHADER, testFailed, true, 'test'); + debug(""); + + if (parseInt(wtu.getUrlOptions().dumpShaders)) { + var vRefInfo = { + shader: referenceVertexShader, + shaderSuccess: true, + label: "reference vertex shader", + source: referenceVertexShaderSource + }; + var fRefInfo = { + shader: referenceFragmentShader, + shaderSuccess: true, + label: "reference fragment shader", + source: referenceFragmentShaderSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vRefInfo, fRefInfo); + + var vTestInfo = { + shader: testVertexShader, + shaderSuccess: true, + label: "test vertex shader", + source: testVertexShaderSource + }; + var fTestInfo = { + shader: testFragmentShader, + shaderSuccess: true, + label: "test fragment shader", + source: testFragmentShaderSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vTestInfo, fTestInfo); + } + + var refData = draw(referenceVertexShader, referenceFragmentShader); + var refImg = wtu.makeImageFromCanvas(canvas); + if (ss == 0) { + var testData = draw(testVertexShader, referenceFragmentShader); + } else { + var testData = draw(referenceVertexShader, testFragmentShader); + } + var testImg = wtu.makeImageFromCanvas(canvas); + + _reportResults(refData, refImg, testData, testImg, shaderInfo.tolerance, + width, height, ctx, imgData, wtu, canvas2d, consoleDiv); + } + } + + finishTest(); + + function draw(vertexShader, fragmentShader) { + var program = wtu.createProgram(gl, vertexShader, fragmentShader, testFailed); + + var posLoc = gl.getAttribLocation(program, "aPosition"); + wtu.setupIndexedQuad(gl, gridRes, posLoc); + + gl.useProgram(program); + wtu.clearAndDrawIndexedQuad(gl, gridRes, [0, 0, 255, 255]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from draw"); + + var img = new Uint8Array(width * height * 4); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, img); + return img; + } + +}; + +var runReferenceImageTest = function(params) { + var wtu = WebGLTestUtils; + var gridRes = params.gridRes; + var vertexTolerance = params.tolerance || 0; + var fragmentTolerance = vertexTolerance; + if ('fragmentTolerance' in params) + fragmentTolerance = params.fragmentTolerance || 0; + + description("Testing GLSL feature: " + params.feature); + + var width = 32; + var height = 32; + + var consoleDiv = document.getElementById("console"); + var canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + var gl = wtu.create3DContext(canvas, { antialias: false, premultipliedAlpha: false }); + if (!gl) { + testFailed("context does not exist"); + finishTest(); + return; + } + + var canvas2d = document.createElement('canvas'); + canvas2d.width = width; + canvas2d.height = height; + var ctx = canvas2d.getContext("2d"); + var imgData = ctx.getImageData(0, 0, width, height); + + // State for reference images for vertex shader tests. + // These are drawn with the same tessellated grid as the test vertex + // shader so that the interpolation is identical. The grid is reused + // from test to test; the colors are changed. + + var indexedQuadForReferenceVertexShader = + wtu.setupIndexedQuad(gl, gridRes, 0); + var referenceVertexShaderProgram = + wtu.setupProgram(gl, [ baseVertexShaderWithColor, baseFragmentShader ], + ["aPosition", "aColor"]); + var referenceVertexShaderColorBuffer = gl.createBuffer(); + + var shaderInfos = [ + { type: "vertex", + input: "color", + output: "vColor", + vertexShaderTemplate: vertexShaderTemplate, + fragmentShaderTemplate: baseFragmentShader, + tolerance: vertexTolerance + }, + { type: "fragment", + input: "vColor", + output: "gl_FragColor", + vertexShaderTemplate: baseVertexShader, + fragmentShaderTemplate: fragmentShaderTemplate, + tolerance: fragmentTolerance + } + ]; + for (var ss = 0; ss < shaderInfos.length; ++ss) { + var shaderInfo = shaderInfos[ss]; + var tests = params.tests; + var testTypes = params.emuFuncs || (params.bvecTest ? bvecTypes : types); + // Test vertex shaders + for (var ii = 0; ii < tests.length; ++ii) { + var type = testTypes[ii]; + var isVertex = (ss == 0); + debug(""); + var str = replaceParams(params.testFunc, { + func: params.feature, + type: type.type, + arg0: type.type + }); + var passMsg = "Testing: " + str + " in " + shaderInfo.type + " shader"; + debug(passMsg); + + var referenceVertexShaderSource = generateReferenceShader( + shaderInfo, + shaderInfo.vertexShaderTemplate, + params, + type, + tests[ii].source); + var referenceFragmentShaderSource = generateReferenceShader( + shaderInfo, + shaderInfo.fragmentShaderTemplate, + params, + type, + tests[ii].source); + var testVertexShaderSource = generateTestShader( + shaderInfo, + shaderInfo.vertexShaderTemplate, + params, + tests[ii].source); + var testFragmentShaderSource = generateTestShader( + shaderInfo, + shaderInfo.fragmentShaderTemplate, + params, + tests[ii].source); + var referenceTextureOrArray = generateReferenceImage( + gl, + tests[ii].generator, + isVertex ? gridRes : width, + isVertex ? gridRes : height, + isVertex); + + debug(""); + var testVertexShader = wtu.loadShader(gl, testVertexShaderSource, gl.VERTEX_SHADER, testFailed, true); + var testFragmentShader = wtu.loadShader(gl, testFragmentShaderSource, gl.FRAGMENT_SHADER, testFailed, true); + debug(""); + + + if (parseInt(wtu.getUrlOptions().dumpShaders)) { + var vRefInfo = { + shader: referenceVertexShader, + shaderSuccess: true, + label: "reference vertex shader", + source: referenceVertexShaderSource + }; + var fRefInfo = { + shader: referenceFragmentShader, + shaderSuccess: true, + label: "reference fragment shader", + source: referenceFragmentShaderSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vRefInfo, fRefInfo); + + var vTestInfo = { + shader: testVertexShader, + shaderSuccess: true, + label: "test vertex shader", + source: testVertexShaderSource + }; + var fTestInfo = { + shader: testFragmentShader, + shaderSuccess: true, + label: "test fragment shader", + source: testFragmentShaderSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vTestInfo, fTestInfo); + } + + var refData; + if (isVertex) { + refData = drawVertexReferenceImage(referenceTextureOrArray); + } else { + refData = drawFragmentReferenceImage(referenceTextureOrArray); + } + var refImg = wtu.makeImageFromCanvas(canvas); + var testData; + if (isVertex) { + var referenceFragmentShader = wtu.loadShader(gl, referenceFragmentShaderSource, gl.FRAGMENT_SHADER, testFailed); + testData = draw( + testVertexShader, referenceFragmentShader); + } else { + var referenceVertexShader = wtu.loadShader(gl, referenceVertexShaderSource, gl.VERTEX_SHADER, testFailed); + testData = draw( + referenceVertexShader, testFragmentShader); + } + var testImg = wtu.makeImageFromCanvas(canvas); + var testTolerance = shaderInfo.tolerance; + // Provide per-test tolerance so that we can increase it only for those desired. + if ('tolerance' in tests[ii]) + testTolerance = tests[ii].tolerance || 0; + _reportResults(refData, refImg, testData, testImg, testTolerance, + width, height, ctx, imgData, wtu, canvas2d, consoleDiv); + } + } + + finishTest(); + + function draw(vertexShader, fragmentShader) { + var program = wtu.createProgram(gl, vertexShader, fragmentShader, testFailed); + + var posLoc = gl.getAttribLocation(program, "aPosition"); + wtu.setupIndexedQuad(gl, gridRes, posLoc); + + gl.useProgram(program); + wtu.clearAndDrawIndexedQuad(gl, gridRes, [0, 0, 255, 255]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from draw"); + + var img = new Uint8Array(width * height * 4); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, img); + return img; + } + + function drawVertexReferenceImage(colors) { + gl.bindBuffer(gl.ARRAY_BUFFER, indexedQuadForReferenceVertexShader[0]); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + gl.bindBuffer(gl.ARRAY_BUFFER, referenceVertexShaderColorBuffer); + gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, 0); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexedQuadForReferenceVertexShader[1]); + gl.useProgram(referenceVertexShaderProgram); + wtu.clearAndDrawIndexedQuad(gl, gridRes); + gl.disableVertexAttribArray(0); + gl.disableVertexAttribArray(1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from draw"); + + var img = new Uint8Array(width * height * 4); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, img); + return img; + } + + function drawFragmentReferenceImage(texture) { + var program = wtu.setupTexturedQuad(gl); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture); + var texLoc = gl.getUniformLocation(program, "tex"); + gl.uniform1i(texLoc, 0); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from draw"); + + var img = new Uint8Array(width * height * 4); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, img); + return img; + } + + /** + * Creates and returns either a Uint8Array (for vertex shaders) or + * WebGLTexture (for fragment shaders) containing the reference + * image for the function being tested. Exactly how the function is + * evaluated, and the size of the returned texture or array, depends on + * whether we are testing a vertex or fragment shader. If a fragment + * shader, the function is evaluated at the pixel centers. If a + * vertex shader, the function is evaluated at the triangle's + * vertices. + * + * @param {!WebGLRenderingContext} gl The WebGLRenderingContext to use to generate texture objects. + * @param {!function(number,number,number,number): !Array.<number>} generator The reference image generator function. + * @param {number} width The width of the texture to generate if testing a fragment shader; the grid resolution if testing a vertex shader. + * @param {number} height The height of the texture to generate if testing a fragment shader; the grid resolution if testing a vertex shader. + * @param {boolean} isVertex True if generating a reference image for a vertex shader; false if for a fragment shader. + * @return {!WebGLTexture|!Uint8Array} The texture object or array that was generated. + */ + function generateReferenceImage( + gl, + generator, + width, + height, + isVertex) { + + // Note: the math in this function must match that in the vertex and + // fragment shader templates above. + function computeTexCoord(x) { + return x * 0.5 + 0.5; + } + + function computeVertexColor(texCoordX, texCoordY) { + return [ texCoordX, + texCoordY, + texCoordX * texCoordY, + (1.0 - texCoordX) * texCoordY * 0.5 + 0.5 ]; + } + + /** + * Computes fragment color according to the algorithm used for interpolation + * in OpenGL (GLES 2.0 spec 3.5.1, OpenGL 4.3 spec 14.6.1). + */ + function computeInterpolatedColor(texCoordX, texCoordY) { + // Calculate grid line indexes below and to the left from texCoord. + var gridBottom = Math.floor(texCoordY * gridRes); + if (gridBottom == gridRes) { + --gridBottom; + } + var gridLeft = Math.floor(texCoordX * gridRes); + if (gridLeft == gridRes) { + --gridLeft; + } + + // Calculate coordinates relative to the grid cell. + var cellX = texCoordX * gridRes - gridLeft; + var cellY = texCoordY * gridRes - gridBottom; + + // Barycentric coordinates inside either triangle ACD or ABC + // are used as weights for the vertex colors in the corners: + // A--B + // |\ | + // | \| + // D--C + + var aColor = computeVertexColor(gridLeft / gridRes, (gridBottom + 1) / gridRes); + var bColor = computeVertexColor((gridLeft + 1) / gridRes, (gridBottom + 1) / gridRes); + var cColor = computeVertexColor((gridLeft + 1) / gridRes, gridBottom / gridRes); + var dColor = computeVertexColor(gridLeft / gridRes, gridBottom / gridRes); + + // Calculate weights. + var a, b, c, d; + + if (cellX + cellY < 1) { + // In bottom triangle ACD. + a = cellY; // area of triangle C-D-(cellX, cellY) relative to ACD + c = cellX; // area of triangle D-A-(cellX, cellY) relative to ACD + d = 1 - a - c; + b = 0; + } else { + // In top triangle ABC. + a = 1 - cellX; // area of the triangle B-C-(cellX, cellY) relative to ABC + c = 1 - cellY; // area of the triangle A-B-(cellX, cellY) relative to ABC + b = 1 - a - c; + d = 0; + } + + var interpolated = []; + for (var ii = 0; ii < aColor.length; ++ii) { + interpolated.push(a * aColor[ii] + b * bColor[ii] + c * cColor[ii] + d * dColor[ii]); + } + return interpolated; + } + + function clamp(value, minVal, maxVal) { + return Math.max(minVal, Math.min(value, maxVal)); + } + + // Evaluates the function at clip coordinates (px,py), storing the + // result in the array "pixel". Each channel's result is clamped + // between 0 and 255. + function evaluateAtClipCoords(px, py, pixel, colorFunc) { + var tcx = computeTexCoord(px); + var tcy = computeTexCoord(py); + + var color = colorFunc(tcx, tcy); + + var output = generator(color[0], color[1], color[2], color[3]); + + // Multiply by 256 to get even distribution for all values between 0 and 1. + // Use rounding rather than truncation to more closely match the GPU's behavior. + pixel[0] = clamp(Math.round(256 * output[0]), 0, 255); + pixel[1] = clamp(Math.round(256 * output[1]), 0, 255); + pixel[2] = clamp(Math.round(256 * output[2]), 0, 255); + pixel[3] = clamp(Math.round(256 * output[3]), 0, 255); + } + + function generateFragmentReference() { + var data = new Uint8Array(4 * width * height); + + var horizTexel = 1.0 / width; + var vertTexel = 1.0 / height; + var halfHorizTexel = 0.5 * horizTexel; + var halfVertTexel = 0.5 * vertTexel; + + var pixel = new Array(4); + + for (var yi = 0; yi < height; ++yi) { + for (var xi = 0; xi < width; ++xi) { + // The function must be evaluated at pixel centers. + + // Compute desired position in clip space + var px = -1.0 + 2.0 * (halfHorizTexel + xi * horizTexel); + var py = -1.0 + 2.0 * (halfVertTexel + yi * vertTexel); + + evaluateAtClipCoords(px, py, pixel, computeInterpolatedColor); + var index = 4 * (width * yi + xi); + data[index + 0] = pixel[0]; + data[index + 1] = pixel[1]; + data[index + 2] = pixel[2]; + data[index + 3] = pixel[3]; + } + } + + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, + gl.RGBA, gl.UNSIGNED_BYTE, data); + return texture; + } + + function generateVertexReference() { + // We generate a Uint8Array which contains the evaluation of the + // function at the vertices of the triangle mesh. It is expected + // that the width and the height are identical, and equivalent + // to the grid resolution. + if (width != height) { + throw "width and height must be equal"; + } + + var texSize = 1 + width; + var data = new Uint8Array(4 * texSize * texSize); + + var step = 2.0 / width; + + var pixel = new Array(4); + + for (var yi = 0; yi < texSize; ++yi) { + for (var xi = 0; xi < texSize; ++xi) { + // The function is evaluated at the triangles' vertices. + + // Compute desired position in clip space + var px = -1.0 + (xi * step); + var py = -1.0 + (yi * step); + + evaluateAtClipCoords(px, py, pixel, computeVertexColor); + var index = 4 * (texSize * yi + xi); + data[index + 0] = pixel[0]; + data[index + 1] = pixel[1]; + data[index + 2] = pixel[2]; + data[index + 3] = pixel[3]; + } + } + + return data; + } + + //---------------------------------------------------------------------- + // Body of generateReferenceImage + // + + if (isVertex) { + return generateVertexReference(); + } else { + return generateFragmentReference(); + } + } +}; + +return { + /** + * runs a bunch of GLSL tests using the passed in parameters + * The parameters are: + * + * feature: + * the name of the function being tested (eg, sin, dot, + * normalize) + * + * testFunc: + * The prototype of function to be tested not including the + * return type. + * + * emuFunc: + * A base function that can be used to generate emulation + * functions. Example for 'ceil' + * + * float $(func)_base(float value) { + * float m = mod(value, 1.0); + * return m != 0.0 ? (value + 1.0 - m) : value; + * } + * + * args: + * The arguments to the function + * + * baseArgs: (optional) + * The arguments when a base function is used to create an + * emulation function. For example 'float sign_base(float v)' + * is used to implemenent vec2 sign_emu(vec2 v). + * + * simpleEmu: + * if supplied, the code that can be used to generate all + * functions for all types. + * + * Example for 'normalize': + * + * $(type) $(func)_emu($(args)) { + * return value / length(value); + * } + * + * gridRes: (optional) + * The resolution of the mesh to generate. The default is a + * 1x1 grid but many vertex shaders need a higher resolution + * otherwise the only values passed in are the 4 corners + * which often have the same value. + * + * tests: + * The code for each test. It is assumed the tests are for + * float, vec2, vec3, vec4 in that order. + * + * tolerance: (optional) + * Allow some tolerance in the comparisons. The tolerance is applied to + * both vertex and fragment shaders. The default tolerance is 0, meaning + * the values have to be identical. + * + * fragmentTolerance: (optional) + * Specify a tolerance which only applies to fragment shaders. The + * fragment-only tolerance will override the shared tolerance for + * fragment shaders if both are specified. Fragment shaders usually + * use mediump float precision so they sometimes require higher tolerance + * than vertex shaders which use highp by default. + */ + runFeatureTest: runFeatureTest, + + /* + * Runs a bunch of GLSL tests using the passed in parameters + * + * The parameters are: + * + * tests: + * Array of tests. For each test the following parameters are expected + * + * name: + * some description of the test + * reference: + * parameters for the reference shader (see below) + * test: + * parameters for the test shader (see below) + * + * The parameter for the reference and test shaders are + * + * shader: the GLSL for the shader + * subs: any substitutions you wish to define for the shader. + * + * Each shader is created from a basic template that + * defines an input and an output. You can see the + * templates at the top of this file. The input and output + * change depending on whether or not we are generating + * a vertex or fragment shader. + * + * All this code function does is a bunch of string substitutions. + * A substitution is defined by $(name). If name is found in + * the 'subs' parameter it is replaced. 4 special names exist. + * + * 'input' the input to your GLSL. Always a vec4. All change + * from 0 to 1 over the quad to be drawn. + * + * 'output' the output color. Also a vec4 + * + * 'emu' a place to insert extra stuff + * 'extra' a place to insert extra stuff. + * + * You can think of the templates like this + * + * $(extra) + * $(emu) + * + * void main() { + * // do math to calculate input + * ... + * + * $(shader) + * } + * + * Your shader first has any subs you provided applied as well + * as 'input' and 'output' + * + * It is then inserted into the template which is also provided + * with your subs. + * + * gridRes: (optional) + * The resolution of the mesh to generate. The default is a + * 1x1 grid but many vertex shaders need a higher resolution + * otherwise the only values passed in are the 4 corners + * which often have the same value. + * + * tolerance: (optional) + * Allow some tolerance in the comparisons. The tolerance is applied to + * both vertex and fragment shaders. The default tolerance is 0, meaning + * the values have to be identical. + * + * fragmentTolerance: (optional) + * Specify a tolerance which only applies to fragment shaders. The + * fragment-only tolerance will override the shared tolerance for + * fragment shaders if both are specified. Fragment shaders usually + * use mediump float precision so they sometimes require higher tolerance + * than vertex shaders which use highp. + */ + runBasicTest: runBasicTest, + + /** + * Runs a bunch of GLSL tests using the passed in parameters. The + * expected results are computed as a reference image in JavaScript + * instead of on the GPU. The parameters are: + * + * feature: + * the name of the function being tested (eg, sin, dot, + * normalize) + * + * testFunc: + * The prototype of function to be tested not including the + * return type. + * + * args: + * The arguments to the function + * + * gridRes: (optional) + * The resolution of the mesh to generate. The default is a + * 1x1 grid but many vertex shaders need a higher resolution + * otherwise the only values passed in are the 4 corners + * which often have the same value. + * + * tests: + * Array of tests. It is assumed the tests are for float, vec2, + * vec3, vec4 in that order. For each test the following + * parameters are expected: + * + * source: the GLSL source code for the tests + * + * generator: a JavaScript function taking four parameters + * which evaluates the same function as the GLSL source, + * returning its result as a newly allocated array. + * + * tolerance: (optional) a per-test tolerance. + * + * extra: (optional) + * Extra GLSL code inserted at the top of each test's shader. + * + * tolerance: (optional) + * Allow some tolerance in the comparisons. The tolerance is applied to + * both vertex and fragment shaders. The default tolerance is 0, meaning + * the values have to be identical. + * + * fragmentTolerance: (optional) + * Specify a tolerance which only applies to fragment shaders. The + * fragment-only tolerance will override the shared tolerance for + * fragment shaders if both are specified. Fragment shaders usually + * use mediump float precision so they sometimes require higher tolerance + * than vertex shaders which use highp. + */ + runReferenceImageTest: runReferenceImageTest, + + none: false +}; + +}()); + |