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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/extensions/ext-frag-depth.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/extensions/ext-frag-depth.html b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/ext-frag-depth.html new file mode 100644 index 000000000..6c71d42e6 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/ext-frag-depth.html @@ -0,0 +1,310 @@ +<!-- + +/* +** Copyright (c) 2013 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_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> |