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<!--
/*
** Copyright (c) 2014 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.
*/
-->
<!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>
|