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| 1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
| 2 "http://www.w3.org/TR/html4/loose.dtd"> | |
| 3 <html> | |
| 4 <head> | |
| 5 <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |
| 6 <title>WebGL GLSL Conformance Tests</title> | |
| 7 <script src="../../../resources/js-test.js"></script> | |
| 8 <script src="resources/webgl-test.js"></script> | |
| 9 <script src="resources/webgl-test-utils.js"></script> | |
| 10 </head> | |
| 11 <body> | |
| 12 <div id="description"></div> | |
| 13 <div id="console"></div> | |
| 14 <script id="vshader" type="text/something-not-javascript"> | |
| 15 attribute vec4 vPosition; | |
| 16 void main() | |
| 17 { | |
| 18 gl_Position = vPosition; | |
| 19 } | |
| 20 </script> | |
| 21 <script id="fshader" type="text/something-not-javascript"> | |
| 22 precision mediump float; | |
| 23 void main() | |
| 24 { | |
| 25 gl_FragColor = vec4(1.0,0.0,0.0,1.0); | |
| 26 } | |
| 27 </script> | |
| 28 <script id="fshaderWithPrecision" type="text/something-not-javascript"> | |
| 29 void main() | |
| 30 { | |
| 31 mediump vec4 color = vec4(1.0,0.0,0.0,1.0); | |
| 32 gl_FragColor = color; | |
| 33 } | |
| 34 </script> | |
| 35 <script id="vshaderWithDefaultPrecision" type="text/something-not-javascript"> | |
| 36 precision mediump float; | |
| 37 attribute vec4 vPosition; | |
| 38 void main() | |
| 39 { | |
| 40 gl_Position = vPosition; | |
| 41 } | |
| 42 </script> | |
| 43 <script id="fshaderWithDefaultPrecision" type="text/something-not-javascript"> | |
| 44 precision mediump float; | |
| 45 void main() | |
| 46 { | |
| 47 gl_FragColor = vec4(1.0,0.0,0.0,1.0); | |
| 48 } | |
| 49 </script> | |
| 50 <script id="fshaderWithOutPrecision" type="text/something-not-javascript"> | |
| 51 uniform vec4 color; | |
| 52 void main() | |
| 53 { | |
| 54 gl_FragColor = color; | |
| 55 } | |
| 56 </script> | |
| 57 <script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript"> | |
| 58 precision mediump float; | |
| 59 uniform float gl_foo; | |
| 60 void main() | |
| 61 { | |
| 62 gl_FragColor = vec4(gl_foo,0.0,0.0,1.0); | |
| 63 } | |
| 64 </script> | |
| 65 <script id="fshaderWithGL_ESeq1" type="text/something-not-javascript"> | |
| 66 #if GL_ES == 1 | |
| 67 precision mediump float; | |
| 68 void main() | |
| 69 { | |
| 70 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 71 } | |
| 72 #else | |
| 73 foo | |
| 74 #endif | |
| 75 </script> | |
| 76 <script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascri
pt"> | |
| 77 #if defined(GL_ES) | |
| 78 precision mediump float; | |
| 79 void main() | |
| 80 { | |
| 81 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 82 } | |
| 83 #else | |
| 84 foo | |
| 85 #endif | |
| 86 </script> | |
| 87 <script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-ja
vascript"> | |
| 88 #if __VERSION__ == 100 | |
| 89 precision mediump float; | |
| 90 void main() | |
| 91 { | |
| 92 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 93 } | |
| 94 #else | |
| 95 foo | |
| 96 #endif | |
| 97 </script> | |
| 98 <script id="fshaderWithFragDepth" type="text/something-not-javascript"> | |
| 99 precision mediump float; | |
| 100 void main() | |
| 101 { | |
| 102 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 103 gl_FragDepth = 1.0; | |
| 104 } | |
| 105 </script> | |
| 106 <script id="vshaderWithClipVertex" type="text/something-not-javascript"> | |
| 107 attribute vec4 vPosition; | |
| 108 void main() | |
| 109 { | |
| 110 gl_Position = vPosition; | |
| 111 gl_ClipVertex = vPosition; | |
| 112 } | |
| 113 </script> | |
| 114 <script id="fshaderWith__Define" type="text/something-not-javascript"> | |
| 115 #define __foo 1 | |
| 116 precision mediump float; | |
| 117 void main() | |
| 118 { | |
| 119 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 120 } | |
| 121 </script> | |
| 122 <script id="fshaderWithGL_Define" type="text/something-not-javascript"> | |
| 123 #define GL_FOO 1 | |
| 124 precision mediump float; | |
| 125 void main() | |
| 126 { | |
| 127 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 128 } | |
| 129 </script> | |
| 130 <script id="fshaderWithDefineLineContinuation" type="text/something-not-javascri
pt"> | |
| 131 #define foo this \ | |
| 132 is a test | |
| 133 precision mediump float; | |
| 134 void main() | |
| 135 { | |
| 136 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 137 } | |
| 138 </script> | |
| 139 <script id="vshaderWithgl_Color" type="text/something-not-javascript"> | |
| 140 attribute vec4 vPosition; | |
| 141 void main() | |
| 142 { | |
| 143 gl_Position = gl_Color; | |
| 144 } | |
| 145 </script> | |
| 146 <script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript"
> | |
| 147 attribute vec4 vPosition; | |
| 148 void main() | |
| 149 { | |
| 150 gl_Position = vPosition * gl_ProjectionMatrix; | |
| 151 } | |
| 152 </script> | |
| 153 <script id="vshaderWithAttributeArray" type="text/something-not-javascript"> | |
| 154 attribute vec4 vPosition[2]; | |
| 155 void main() | |
| 156 { | |
| 157 gl_Position = vPosition[0] + vPosition[1]; | |
| 158 } | |
| 159 </script> | |
| 160 <script id="vshaderWithwebgl_" type="text/something-not-javascript"> | |
| 161 attribute vec4 webgl_vPosition; | |
| 162 void main() | |
| 163 { | |
| 164 gl_Position = webgl_vPosition; | |
| 165 } | |
| 166 </script> | |
| 167 <script id="vshaderWith_webgl_" type="text/something-not-javascript"> | |
| 168 attribute vec4 _webgl_vPosition; | |
| 169 void main() | |
| 170 { | |
| 171 gl_Position = _webgl_vPosition; | |
| 172 } | |
| 173 </script> | |
| 174 <script id="vshaderWithImplicitVec3Cast" type="text/something-not-javascript"> | |
| 175 attribute vec4 vPosition; | |
| 176 void main() | |
| 177 { | |
| 178 highp vec3 k = vec3(1, 2, 3); | |
| 179 gl_Position = k; | |
| 180 } | |
| 181 </script> | |
| 182 <script id="vshaderWithExplicitIntCast" type="text/something-not-javascript"> | |
| 183 attribute vec4 vPosition; | |
| 184 void main() | |
| 185 { | |
| 186 int k = 123; | |
| 187 gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, float(k)); | |
| 188 } | |
| 189 </script> | |
| 190 <script id="vshaderWithVersion130" type="text/something-not-javascript"> | |
| 191 #version 130 | |
| 192 attribute vec4 vPosition; | |
| 193 void main() | |
| 194 { | |
| 195 gl_Position = vPosition; | |
| 196 } | |
| 197 </script> | |
| 198 <script id="vshaderWithVersion120" type="text/something-not-javascript"> | |
| 199 #version 120 | |
| 200 attribute vec4 vPosition; | |
| 201 void main() | |
| 202 { | |
| 203 gl_Position = vPosition; | |
| 204 } | |
| 205 </script> | |
| 206 <script id="vshaderWithVersion100" type="text/something-not-javascript"> | |
| 207 #version 100 | |
| 208 attribute vec4 vPosition; | |
| 209 void main() | |
| 210 { | |
| 211 gl_Position = vPosition; | |
| 212 } | |
| 213 </script> | |
| 214 <script id="vshaderWith__FILE__" type="text/something-not-javascript"> | |
| 215 __FILE__ | |
| 216 </script> | |
| 217 <canvas id="canvas" width="2" height="2"> </canvas> | |
| 218 <script> | |
| 219 description("This test ensures WebGL implementations allow proper GLES2 shaders
compile and improper ones fail."); | |
| 220 | |
| 221 debug(""); | |
| 222 debug("Canvas.getContext"); | |
| 223 | |
| 224 if (window.internals) | |
| 225 window.internals.settings.setWebGLErrorsToConsoleEnabled(false); | |
| 226 | |
| 227 var wtu = WebGLTestUtils; | |
| 228 wtu.loggingOff(); | |
| 229 var gl = wtu.create3DContext(document.getElementById("canvas")); | |
| 230 if (!gl) { | |
| 231 testFailed("context does not exist"); | |
| 232 } else { | |
| 233 testPassed("context exists"); | |
| 234 | |
| 235 debug(""); | |
| 236 debug("Checking various GLSL programs."); | |
| 237 | |
| 238 function log(msg) { | |
| 239 if (window.console && window.console.log) { | |
| 240 //window.console.log(msg); | |
| 241 } | |
| 242 } | |
| 243 | |
| 244 var shaderInfo = [ | |
| 245 { vShaderId: 'vshader', | |
| 246 vShaderSuccess: true, | |
| 247 fShaderId: 'fshaderWithPrecision', | |
| 248 fShaderSuccess: true, | |
| 249 linkSuccess: true, | |
| 250 passMsg: 'frament shader with precision compiled and linked' | |
| 251 }, | |
| 252 { vShaderId: 'vshader', | |
| 253 vShaderSuccess: true, | |
| 254 fShaderId: 'fshaderWithDefaultPrecision', | |
| 255 fShaderSuccess: true, | |
| 256 linkSuccess: true, | |
| 257 passMsg: 'fragment shader with default precision compiled and linked' | |
| 258 }, | |
| 259 { vShaderId: 'vshaderWithDefaultPrecision', | |
| 260 vShaderSuccess: true, | |
| 261 fShaderId: 'fshader', | |
| 262 fShaderSuccess: true, | |
| 263 linkSuccess: true, | |
| 264 passMsg: 'vertex shader with default precision compiled and linked' | |
| 265 }, | |
| 266 { vShaderId: 'vshader', | |
| 267 vShaderSuccess: true, | |
| 268 fShaderId: 'fshaderWithOutPrecision', | |
| 269 fShaderSuccess: false, | |
| 270 linkSuccess: false, | |
| 271 passMsg: 'fragment shader without precision should fail', | |
| 272 }, | |
| 273 { vShaderId: 'vshader', | |
| 274 vShaderSuccess: true, | |
| 275 fShaderId: 'fshaderWithInvalidIdentifier', | |
| 276 fShaderSuccess: false, | |
| 277 linkSuccess: false, | |
| 278 passMsg: 'fragment shader with gl_ identifier should fail', | |
| 279 }, | |
| 280 { vShaderId: 'vshader', | |
| 281 vShaderSuccess: true, | |
| 282 fShaderId: 'fshaderWithGL_ESeq1', | |
| 283 fShaderSuccess: true, | |
| 284 linkSuccess: true, | |
| 285 passMsg: 'fragment shader that expects GL_ES == 1 should succeed', | |
| 286 }, | |
| 287 { vShaderId: 'vshader', | |
| 288 vShaderSuccess: true, | |
| 289 fShaderId: 'fshaderWithGLSLPreprocessorSymbol', | |
| 290 fShaderSuccess: true, | |
| 291 linkSuccess: true, | |
| 292 passMsg: 'fragment shader that uses GL_ES preprocessor symbol should succe
ed', | |
| 293 }, | |
| 294 { vShaderId: 'vshader', | |
| 295 vShaderSuccess: true, | |
| 296 fShaderId: 'fshaderWithVERSION100PreprocessorSymbol', | |
| 297 fShaderSuccess: true, | |
| 298 linkSuccess: true, | |
| 299 passMsg: 'fragment shader that uses __VERSION__==100 should succeed', | |
| 300 }, | |
| 301 { vShaderId: 'vshader', | |
| 302 vShaderSuccess: true, | |
| 303 fShaderId: 'fshaderWithFragDepth', | |
| 304 fShaderSuccess: false, | |
| 305 linkSuccess: false, | |
| 306 passMsg: 'fragment shader that uses gl_FragDepth should fail', | |
| 307 }, | |
| 308 { vShaderId: 'vshaderWithClipVertex', | |
| 309 vShaderSuccess: false, | |
| 310 fShaderId: 'fshader', | |
| 311 fShaderSuccess: true, | |
| 312 linkSuccess: false, | |
| 313 passMsg: 'vertex shader that uses gl_ClipVertex should fail', | |
| 314 }, | |
| 315 //{ vShaderId: 'vshader', | |
| 316 // vShaderSuccess: true, | |
| 317 // fShaderId: 'fshaderWith__Define', | |
| 318 // fShaderSuccess: false, | |
| 319 // linkSuccess: false, | |
| 320 // passMsg: 'fragment shader that uses __ define should fail', | |
| 321 //}, | |
| 322 //{ vShaderId: 'vshader', | |
| 323 // vShaderSuccess: true, | |
| 324 // fShaderId: 'fshaderWithGL_Define', | |
| 325 // fShaderSuccess: false, | |
| 326 // linkSuccess: false, | |
| 327 // passMsg: 'fragment shader that uses GL_ define should fail', | |
| 328 //}, | |
| 329 { vShaderId: 'vshader', | |
| 330 vShaderSuccess: true, | |
| 331 fShaderId: 'fshaderWithDefineLineContinuation', | |
| 332 fShaderSuccess: false, | |
| 333 linkSuccess: false, | |
| 334 passMsg: 'fragment shader that uses has line continuation macro should fai
l', | |
| 335 }, | |
| 336 { vShaderId: 'vshaderWithgl_Color', | |
| 337 vShaderSuccess: false, | |
| 338 fShaderId: 'fshader', | |
| 339 fShaderSuccess: true, | |
| 340 linkSuccess: false, | |
| 341 passMsg: 'vertex shader that uses gl_Color should fail', | |
| 342 }, | |
| 343 { vShaderId: 'vshaderWithgl_ProjectionMatrix', | |
| 344 vShaderSuccess: false, | |
| 345 fShaderId: 'fshader', | |
| 346 fShaderSuccess: true, | |
| 347 linkSuccess: false, | |
| 348 passMsg: 'vertex shader that uses gl_ProjectionMatrix should fail', | |
| 349 }, | |
| 350 { vShaderId: 'vshaderWithAttributeArray', | |
| 351 vShaderSuccess: false, | |
| 352 fShaderId: 'fshader', | |
| 353 fShaderSuccess: true, | |
| 354 linkSuccess: false, | |
| 355 passMsg: 'vertex shader that uses attribute array should fail as per GLSL
page 110, appendix A, section 5', | |
| 356 }, | |
| 357 { vShaderId: 'vshaderWithwebgl_', | |
| 358 vShaderSuccess: false, | |
| 359 fShaderId: 'fshader', | |
| 360 fShaderSuccess: true, | |
| 361 linkSuccess: false, | |
| 362 passMsg: 'vertex shader that uses _webgl identifier should fail', | |
| 363 }, | |
| 364 { vShaderId: 'vshaderWith_webgl_', | |
| 365 vShaderSuccess: false, | |
| 366 fShaderId: 'fshader', | |
| 367 fShaderSuccess: true, | |
| 368 linkSuccess: false, | |
| 369 passMsg: 'vertex shader that uses _webgl_ identifier should fail', | |
| 370 }, | |
| 371 { vShaderId: 'vshaderWithExplicitIntCast', | |
| 372 vShaderSuccess: true, | |
| 373 fShaderId: 'fshader', | |
| 374 fShaderSuccess: true, | |
| 375 linkSuccess: true, | |
| 376 passMsg: 'vertex shader that explicit int to float cast should succeed', | |
| 377 }, | |
| 378 { vShaderId: 'vshaderWithImplicitVec3Cast', | |
| 379 vShaderSuccess: false, | |
| 380 fShaderId: 'fshader', | |
| 381 fShaderSuccess: true, | |
| 382 linkSuccess: false, | |
| 383 passMsg: 'vertex shader that implicit vec3 to vec4 cast should fail', | |
| 384 }, | |
| 385 { vShaderId: 'vshaderWithVersion130', | |
| 386 vShaderSuccess: false, | |
| 387 fShaderId: 'fshader', | |
| 388 fShaderSuccess: true, | |
| 389 linkSuccess: false, | |
| 390 passMsg: 'vertex shader uses the #version not 100 directive should fail', | |
| 391 }, | |
| 392 { vShaderId: 'vshaderWithVersion120', | |
| 393 vShaderSuccess: false, | |
| 394 fShaderId: 'fshader', | |
| 395 fShaderSuccess: true, | |
| 396 linkSuccess: false, | |
| 397 passMsg: 'vertex shader uses the #version not 100 directive should fail', | |
| 398 }, | |
| 399 { vShaderId: 'vshaderWithVersion100', | |
| 400 vShaderSuccess: true, | |
| 401 fShaderId: 'fshader', | |
| 402 fShaderSuccess: true, | |
| 403 linkSuccess: true, | |
| 404 passMsg: 'vertex shader uses the #version 100 directive should succeed', | |
| 405 }, | |
| 406 ]; | |
| 407 | |
| 408 // Read in all the shader source. | |
| 409 for (var ii = 0; ii < shaderInfo.length; ++ii) { | |
| 410 var si = shaderInfo[ii]; | |
| 411 si.vShaderSource = document.getElementById(si.vShaderId).text; | |
| 412 si.fShaderSource = document.getElementById(si.fShaderId).text; | |
| 413 } | |
| 414 | |
| 415 // Add more tests from external file | |
| 416 var simpleVertShader = document.getElementById('vshader').text; | |
| 417 var simpleFragShader = document.getElementById('fshader').text; | |
| 418 | |
| 419 addExternalShaders('shaders/00_shaders.txt'); | |
| 420 | |
| 421 function addExternalShaders(filename, passMsg) { | |
| 422 var files = wtu.readFileList(filename); | |
| 423 for (var ii = 0; ii < files.length; ++ii) { | |
| 424 var file = files[ii]; | |
| 425 var shaderSource = wtu.readFile(file); | |
| 426 var firstLine = shaderSource.split("\n")[0]; | |
| 427 var success = undefined; | |
| 428 if (wtu.endsWith(firstLine, " fail") || | |
| 429 wtu.endsWith(firstLine, " fail.")) { | |
| 430 success = false; | |
| 431 } else if (wtu.endsWith(firstLine, " succeed") || | |
| 432 wtu.endsWith(firstLine, " succeed.")) { | |
| 433 success = true; | |
| 434 } | |
| 435 if (success === undefined) { | |
| 436 testFailed("bad first line in " + file); | |
| 437 continue; | |
| 438 } | |
| 439 if (!wtu.startsWith(firstLine, "// ")) { | |
| 440 testFailed("bad first line in " + file); | |
| 441 continue; | |
| 442 } | |
| 443 var passMsg = firstLine.substr(3); | |
| 444 if (wtu.endsWith(file, ".vert")) { | |
| 445 shaderInfo.push({ | |
| 446 vShaderId: file, | |
| 447 vShaderSource: shaderSource, | |
| 448 vShaderSuccess: success, | |
| 449 fShaderId: 'fshader', | |
| 450 fShaderSource: simpleFragShader, | |
| 451 fShaderSuccess: true, | |
| 452 linkSuccess: success, | |
| 453 passMsg: passMsg, | |
| 454 }); | |
| 455 } else if (wtu.endsWith(file, ".frag")) { | |
| 456 shaderInfo.push({ | |
| 457 vShaderId: 'vshader', | |
| 458 vShaderSource: simpleVertShader, | |
| 459 vShaderSuccess: true, | |
| 460 fShaderId: file, | |
| 461 fShaderSource: shaderSource, | |
| 462 fShaderSuccess: success, | |
| 463 linkSuccess: success, | |
| 464 passMsg: passMsg, | |
| 465 }); | |
| 466 } | |
| 467 } | |
| 468 } | |
| 469 | |
| 470 for (var ii = 0; ii < shaderInfo.length; ++ii) { | |
| 471 var info = shaderInfo[ii]; | |
| 472 var passMsg = '[' + info.vShaderId + '/' + info.fShaderId + ']: ' + | |
| 473 info.passMsg | |
| 474 log(passMsg); | |
| 475 //debug(info.fShaderId); | |
| 476 var vShader = wtu.loadShader(gl, info.vShaderSource, gl.VERTEX_SHADER); | |
| 477 if (info.vShaderTest) { | |
| 478 if (!info.vShaderTest(vShader)) { | |
| 479 testFailed(passMsg); | |
| 480 continue; | |
| 481 } | |
| 482 } | |
| 483 if ((vShader != null) != info.vShaderSuccess) { | |
| 484 testFailed(passMsg); | |
| 485 continue; | |
| 486 } | |
| 487 var fShader = wtu.loadShader(gl, info.fShaderSource, gl.FRAGMENT_SHADER); | |
| 488 //debug(fShader == null ? "fail" : "succeed"); | |
| 489 if ((fShader != null) != info.fShaderSuccess) { | |
| 490 testFailed(passMsg); | |
| 491 continue; | |
| 492 } | |
| 493 | |
| 494 if (vShader && fShader) { | |
| 495 var program = gl.createProgram(); | |
| 496 gl.attachShader(program, vShader); | |
| 497 gl.attachShader(program, fShader); | |
| 498 gl.linkProgram(program); | |
| 499 var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0); | |
| 500 if (!linked) { | |
| 501 var error = gl.getProgramInfoLog(shader); | |
| 502 log("*** Error linking program '"+program+"':"+error); | |
| 503 } | |
| 504 if (linked != info.linkSuccess) { | |
| 505 testFailed(passMsg); | |
| 506 continue; | |
| 507 } | |
| 508 } else { | |
| 509 if (info.linkSuccess) { | |
| 510 testFailed(passMsg); | |
| 511 continue; | |
| 512 } | |
| 513 } | |
| 514 testPassed(passMsg); | |
| 515 } | |
| 516 } | |
| 517 | |
| 518 debug(""); | |
| 519 | |
| 520 </script> | |
| 521 | |
| 522 <script> | |
| 523 </script> | |
| 524 | |
| 525 </body> | |
| 526 </html> | |
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