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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/js/glsl-conformance-test.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/js/glsl-conformance-test.js | 393 |
1 files changed, 393 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/js/glsl-conformance-test.js b/dom/canvas/test/webgl-conf/checkout/js/glsl-conformance-test.js new file mode 100644 index 000000000..a4c93d7ae --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/js/glsl-conformance-test.js @@ -0,0 +1,393 @@ +/* +** 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. +*/ +GLSLConformanceTester = (function(){ + +var wtu = WebGLTestUtils; +var defaultVertexShader = [ + "attribute vec4 vPosition;", + "void main()", + "{", + " gl_Position = vPosition;", + "}" +].join('\n'); + +var defaultFragmentShader = [ + "precision mediump float;", + "void main()", + "{", + " gl_FragColor = vec4(1.0,0.0,0.0,1.0);", + "}" +].join('\n'); + +var defaultESSL3VertexShader = [ + "#version 300 es", + "in vec4 vPosition;", + "void main()", + "{", + " gl_Position = vPosition;", + "}" +].join('\n'); + +var defaultESSL3FragmentShader = [ + "#version 300 es", + "precision mediump float;", + "out vec4 my_FragColor;", + "void main()", + "{", + " my_FragColor = vec4(1.0,0.0,0.0,1.0);", + "}" +].join('\n'); + +function log(msg) { + bufferedLogToConsole(msg); +} + +var vShaderDB = {}; +var fShaderDB = {}; + +/** + * The info parameter should contain the following keys. Note that you may leave + * the parameters for one shader out, in which case the default shader will be + * used. + * vShaderSource: the source code for vertex shader + * vShaderId: id of an element containing vertex shader source code. Used if + * vShaderSource is not specified. + * vShaderSuccess: true if vertex shader compilation should + * succeed. + * fShaderSource: the source code for fragment shader + * fShaderId: id of an element containing fragment shader source code. Used if + * fShaderSource is not specified. + * fShaderSuccess: true if fragment shader compilation should + * succeed. + * linkSuccess: true if link should succeed + * passMsg: msg to describe success condition. + * render: if true render to unit quad. Green = success + * uniforms: an array of objects specifying uniforms to set prior to rendering. + * Each object should have the following keys: + * name: uniform variable name in the shader source. Uniform location will + * be queried based on its name. + * functionName: name of the function used to set the uniform. For example: + * 'uniform1i' + * value: value of the uniform to set. + */ +function runOneTest(gl, info) { + var passMsg = info.passMsg + debug(""); + debug("test: " + passMsg); + + var consoleDiv = document.getElementById("console"); + + var vIsDefault = false; + var fIsDefault = false; + + if (info.vShaderSource === undefined) { + if (info.vShaderId) { + info.vShaderSource = document.getElementById(info.vShaderId).text; + } else { + vIsDefault = true; + } + } + if (info.fShaderSource === undefined) { + if (info.fShaderId) { + info.fShaderSource = document.getElementById(info.fShaderId).text; + } else { + fIsDefault = true; + } + } + + var vLabel = (vIsDefault ? "default" : "test") + " vertex shader"; + var fLabel = (fIsDefault ? "default" : "test") + " fragment shader"; + if (vIsDefault) { + info.vShaderSource = defaultVertexShader; + info.vShaderSuccess = true; + } + if (fIsDefault) { + info.fShaderSource = defaultFragmentShader; + info.fShaderSuccess = true; + } + + if (vIsDefault != fIsDefault) { + // The language version of the default shader is chosen + // according to the language version of the other shader. + // We rely on "#version 300 es" being in this usual format. + // It must be on the first line of the shader according to the spec. + if (fIsDefault) { + // If we're using the default fragment shader, we need to make sure that + // it's language version matches with the vertex shader. + if (info.vShaderSource.split('\n')[0] == '#version 300 es') { + info.fShaderSource = defaultESSL3FragmentShader; + } + } else { + // If we're using the default vertex shader, we need to make sure that + // it's language version matches with the fragment shader. + if (info.fShaderSource.split('\n')[0] == '#version 300 es') { + info.vShaderSource = defaultESSL3VertexShader; + } + } + } + + var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) : + info.vShaderSource; + + if (!quietMode()) + wtu.addShaderSource(consoleDiv, vLabel, vSource); + + // Reuse identical shaders so we test shared shader. + var vShader = vShaderDB[vSource]; + if (!vShader) { + vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER); + if (info.vShaderTest) { + if (!info.vShaderTest(vShader)) { + testFailed("[vertex shader test] " + passMsg); + return; + } + } + // As per GLSL 1.0.17 10.27 we can only check for success on + // compileShader, not failure. + if (!info.ignoreResults && info.vShaderSuccess && !vShader) { + testFailed("[unexpected vertex shader compile status] (expected: " + + info.vShaderSuccess + ") " + passMsg); + } + // Save the shaders so we test shared shader. + if (vShader) { + vShaderDB[vSource] = vShader; + } + } + + var debugShaders = gl.getExtension('WEBGL_debug_shaders'); + if (debugShaders && vShader && !quietMode()) { + wtu.addShaderSource(consoleDiv, vLabel + " translated for driver", + debugShaders.getTranslatedShaderSource(vShader)); + } + + var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) : + info.fShaderSource; + + if (!quietMode()) + wtu.addShaderSource(consoleDiv, fLabel, fSource); + + // Reuse identical shaders so we test shared shader. + var fShader = fShaderDB[fSource]; + if (!fShader) { + fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER); + if (info.fShaderTest) { + if (!info.fShaderTest(fShader)) { + testFailed("[fragment shader test] " + passMsg); + return; + } + } + //debug(fShader == null ? "fail" : "succeed"); + // As per GLSL 1.0.17 10.27 we can only check for success on + // compileShader, not failure. + if (!info.ignoreResults && info.fShaderSuccess && !fShader) { + testFailed("[unexpected fragment shader compile status] (expected: " + + info.fShaderSuccess + ") " + passMsg); + return; + } + + // Safe the shaders so we test shared shader. + if (fShader) { + fShaderDB[fSource] = fShader; + } + } + + if (debugShaders && fShader && !quietMode()) { + wtu.addShaderSource(consoleDiv, fLabel + " translated for driver", + debugShaders.getTranslatedShaderSource(fShader)); + } + + if (vShader && fShader) { + var program = gl.createProgram(); + gl.attachShader(program, vShader); + gl.attachShader(program, fShader); + + if (vSource.indexOf("vPosition") >= 0) { + gl.bindAttribLocation(program, 0, "vPosition"); + } + if (vSource.indexOf("texCoord0") >= 0) { + gl.bindAttribLocation(program, 1, "texCoord0"); + } + gl.linkProgram(program); + var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0); + if (!linked) { + var error = gl.getProgramInfoLog(program); + log("*** Error linking program '"+program+"':"+error); + } + if (!info.ignoreResults && linked != info.linkSuccess) { + testFailed("[unexpected link status] " + passMsg); + return; + } + } else { + if (!info.ignoreResults && info.linkSuccess) { + testFailed("[link failed] " + passMsg); + return; + } + } + + if (parseInt(wtu.getUrlOptions().dumpShaders)) { + var vInfo = { + shader: vShader, + shaderSuccess: info.vShaderSuccess, + label: vLabel, + source: vSource + }; + var fInfo = { + shader: fShader, + shaderSuccess: info.fShaderSuccess, + label: fLabel, + source: fSource + }; + wtu.dumpShadersInfo(gl, window.location.pathname, passMsg, vInfo, fInfo); + } + + if (!info.render) { + testPassed(passMsg); + return; + } + + gl.useProgram(program); + + if (info.uniforms !== undefined) { + for (var i = 0; i < info.uniforms.length; ++i) { + var uniformLocation = gl.getUniformLocation(program, info.uniforms[i].name); + gl[info.uniforms[i].functionName](uniformLocation, info.uniforms[i].value); + debug(info.uniforms[i].name + ' set to ' + info.uniforms[i].value); + } + } + + wtu.setupUnitQuad(gl); + wtu.clearAndDrawUnitQuad(gl); + + var div = document.createElement("div"); + div.className = "testimages"; + wtu.insertImage(div, "result", wtu.makeImageFromCanvas(gl.canvas)); + div.appendChild(document.createElement('br')); + consoleDiv.appendChild(div); + + var tolerance = 0; + if (info.renderTolerance !== undefined) { + tolerance = info.renderTolerance; + } + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", tolerance); +} + +function runTests(shaderInfos, opt_contextVersion) { + var wtu = WebGLTestUtils; + var canvas = document.createElement('canvas'); + canvas.width = 32; + canvas.height = 32; + var gl = wtu.create3DContext(canvas, undefined, opt_contextVersion); + if (!gl) { + testFailed("context does not exist"); + finishTest(); + return; + } + + var testIndex = 0; + var runNextTest = function() { + if (testIndex == shaderInfos.length) { + finishTest(); + return; + } + + runOneTest(gl, shaderInfos[testIndex++]); + setTimeout(runNextTest, 1); + } + runNextTest(); +}; + +function getSource(elem) { + var str = elem.text; + return str.replace(/^\s*/, '').replace(/\s*$/, ''); +} + +function getPassMessage(source) { + var lines = source.split('\n'); + return lines[0].substring(3); +} + +function getSuccess(msg) { + if (msg.indexOf("fail") >= 0) { + return false; + } + if (msg.indexOf("succeed") >= 0) { + return true; + } + testFailed("bad test description. Must have 'fail' or 'succeed'"); +} + +function setupTest() { + var info = {}; + + var vShaderElem = document.getElementById('vertexShader'); + if (vShaderElem) { + info.vShaderSource = getSource(vShaderElem); + info.passMsg = getPassMessage(info.vShaderSource); + info.vShaderSuccess = getSuccess(info.passMsg); + } + + var fShaderElem = document.getElementById('fragmentShader'); + if (fShaderElem) { + info.fShaderSource = getSource(fShaderElem); + info.passMsg = getPassMessage(info.fShaderSource); + info.fShaderSuccess = getSuccess(info.passMsg); + } + + // linkSuccess should be true if shader success value is undefined or true for both shaders. + info.linkSuccess = info.vShaderSuccess !== false && info.fShaderSuccess !== false; + + if (info.passMsg === undefined) { + testFailed("no test shader found."); + finishTest(); + return; + } + + return info; +} + +function runTest() { + var info = setupTest(); + description(info.passMsg); + runTests([info]); +} + +function runRenderTests(tests, opt_contextVersion) { + for (var ii = 0; ii < tests.length; ++ii) { + tests[ii].render = true + } + runTests(tests, opt_contextVersion); +} + +function runRenderTest() { + var info = setupTest(); + description(info.passMsg); + runRenderTests([info]); +} + +return { + runTest: runTest, + runTests: runTests, + runRenderTest: runRenderTest, + runRenderTests: runRenderTests +}; +}()); |