| Index: conformance/extensions/ext-frag-depth.html
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| ===================================================================
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| --- conformance/extensions/ext-frag-depth.html (revision 0)
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| +++ conformance/extensions/ext-frag-depth.html (working copy)
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| @@ -0,0 +1,243 @@
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| +<!--
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| +
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| +/*
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| +** Copyright (c) 2013 The Khronos Group Inc.
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| +**
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| +** Permission is hereby granted, free of charge, to any person obtaining a
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| +** copy of this software and/or associated documentation files (the
|
| +** "Materials"), to deal in the Materials without restriction, including
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| +** without limitation the rights to use, copy, modify, merge, publish,
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| +** distribute, sublicense, and/or sell copies of the Materials, and to
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| +** permit persons to whom the Materials are furnished to do so, subject to
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| +** the following conditions:
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| +**
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| +** The above copyright notice and this permission notice shall be included
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| +** in all copies or substantial portions of the Materials.
|
| +**
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| +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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| +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
| +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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| +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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| +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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| +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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| +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
| +*/
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| +
|
| +-->
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| +
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| +<!DOCTYPE html>
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| +<html>
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| +<head>
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| +<meta charset="utf-8">
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| +<title>WebGL EXT_frag_depth Conformance Tests</title>
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| +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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| +<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
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| +<script src="../../resources/js-test-pre.js"></script>
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| +<script src="../resources/webgl-test.js"></script>
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| +<script src="../resources/webgl-test-utils.js"></script>
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| +</head>
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| +<body>
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| +<div id="description"></div>
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| +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
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| +<div id="console"></div>
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| +<!-- Shaders for testing fragment depth writing -->
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| +
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| +<!-- Shader omitting the required #extension pragma -->
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| +<script id="missingPragmaFragmentShader" type="x-shader/x-fragment">
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| +precision mediump float;
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| +void main() {
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| + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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| + gl_FragDepthEXT = 1.0;
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| +}
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| +</script>
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| +
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| +<!-- Shader to test macro definition -->
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| +<script id="macroFragmentShader" type="x-shader/x-fragment">
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| +precision mediump float;
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| +void main() {
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| +#ifdef GL_EXT_frag_depth
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| + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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| +#else
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| + // Error expected
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| + #error no GL_EXT_frag_depth;
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| +#endif
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| +}
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| +</script>
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| +
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| +<!-- Shader with required #extension pragma -->
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| +<script id="testFragmentShader" type="x-shader/x-fragment">
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| +#extension GL_EXT_frag_depth : enable
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| +precision mediump float;
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| +void main() {
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| + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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| + gl_FragDepthEXT = 1.0;
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| +}
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| +</script>
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| +<!-- Shaders to link with test fragment shaders -->
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| +<script id="goodVertexShader" type="x-shader/x-vertex">
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| +attribute vec4 vPosition;
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| +void main() {
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| + gl_Position = vPosition;
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| +}
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| +</script>
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| +<!-- Shaders to test output -->
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| +<script id="outputVertexShader" type="x-shader/x-vertex">
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| +attribute vec4 vPosition;
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| +void main() {
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| + gl_Position = vPosition;
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| +}
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| +</script>
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| +<script id="outputFragmentShader" type="x-shader/x-fragment">
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| +#extension GL_EXT_frag_depth : enable
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| +precision mediump float;
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| +uniform float uDepth;
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| +void main() {
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| + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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| + gl_FragDepthEXT = uDepth;
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| +}
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| +</script>
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| +
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| +<script>
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| +"use strict";
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| +description("This test verifies the functionality of the EXT_frag_depth extension, if it is available.");
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| +
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| +debug("");
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| +
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| +var wtu = WebGLTestUtils;
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| +var canvas = document.getElementById("canvas");
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| +var gl = wtu.create3DContext(canvas);
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| +var ext = null;
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| +
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| +if (!gl) {
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| + testFailed("WebGL context does not exist");
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| +} else {
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| + testPassed("WebGL context exists");
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| +
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| + runShaderTests(false);
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| +
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| + // Query the extension and store globally so shouldBe can access it
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| + ext = wtu.getExtensionWithKnownPrefixes(gl, "EXT_frag_depth");
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| + if (!ext) {
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| + testPassed("No EXT_frag_depth support -- this is legal");
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| +
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| + runSupportedTest(false);
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| + } else {
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| + testPassed("Successfully enabled EXT_frag_depth extension");
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| +
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| + runSupportedTest(true);
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| +
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| + runShaderTests(true);
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| + runOutputTests();
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| + runUniqueObjectTest();
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| + }
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| +}
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| +
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| +function runSupportedTest(extensionEnabled) {
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| + var supported = gl.getSupportedExtensions();
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| + if (supported.indexOf("EXT_frag_depth") >= 0) {
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| + if (extensionEnabled) {
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| + testPassed("EXT_frag_depth listed as supported and getExtension succeeded");
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| + } else {
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| + testFailed("EXT_frag_depth listed as supported but getExtension failed");
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| + }
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| + } else {
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| + if (extensionEnabled) {
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| + testFailed("EXT_frag_depth not listed as supported but getExtension succeeded");
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| + } else {
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| + testPassed("EXT_frag_depth not listed as supported and getExtension failed -- this is legal");
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| + }
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| + }
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| +}
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| +
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| +function runShaderTests(extensionEnabled) {
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| + debug("");
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| + debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled"));
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| +
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| + // Expect the macro shader to succeed ONLY if enabled
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| + var macroFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "macroFragmentShader");
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| + if (extensionEnabled) {
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| + if (macroFragmentProgram) {
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| + // Expected result
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| + testPassed("GL_EXT_frag_depth defined in shaders when extension is enabled");
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| + } else {
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| + testFailed("GL_EXT_frag_depth not defined in shaders when extension is enabled");
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| + }
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| + } else {
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| + if (macroFragmentProgram) {
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| + testFailed("GL_EXT_frag_depth defined in shaders when extension is disabled");
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| + } else {
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| + testPassed("GL_EXT_frag_depth not defined in shaders when extension disabled");
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| + }
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| + }
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| +
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| + // Always expect the shader missing the #pragma to fail (whether enabled or not)
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| + var missingPragmaFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "missingPragmaFragmentShader");
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| + if (missingPragmaFragmentProgram) {
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| + testFailed("Shader built-ins allowed without #extension pragma");
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| + } else {
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| + testPassed("Shader built-ins disallowed without #extension pragma");
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| + }
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| +
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| + // Try to compile a shader using the built-ins that should only succeed if enabled
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| + var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "testFragmentShader");
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| + if (extensionEnabled) {
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| + if (testFragmentProgram) {
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| + testPassed("Shader built-ins compiled successfully when extension enabled");
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| + } else {
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| + testFailed("Shader built-ins failed to compile when extension enabled");
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| + }
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| + } else {
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| + if (testFragmentProgram) {
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| + testFailed("Shader built-ins compiled successfully when extension disabled");
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| + } else {
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| + testPassed("Shader built-ins failed to compile when extension disabled");
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| + }
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| + }
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| +}
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| +
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| +function runOutputTests() {
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| + var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
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| +
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| + debug("Testing various draws for valid built-in function behavior");
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| +
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| + canvas.width = 50; canvas.height = 50;
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| + gl.viewport(0, 0, canvas.width, canvas.height);
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| +
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| + // Enable depth testing with a clearDepth of 0.5
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| + // This makes it so that fragments are only rendered when
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| + // gl_fragDepthEXT is < 0.5
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| + gl.clearDepth(0.5);
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| + gl.enable(gl.DEPTH_TEST);
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| +
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| + var positionLoc = 0;
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| + var texcoordLoc = 1;
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| + var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['vPosition'], [0]);
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| + var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
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| + var depthUniform = gl.getUniformLocation(program, "uDepth");
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| +
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| + // Draw 1: Greater than clear depth
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| + gl.uniform1f(depthUniform, 1.0);
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| + wtu.clearAndDrawUnitQuad(gl);
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| + wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 255, 255, 255]);
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| +
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| + // Draw 2: Less than clear depth
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| + gl.uniform1f(depthUniform, 0.0);
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| + wtu.clearAndDrawUnitQuad(gl);
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| + wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
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| +}
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| +
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| +function runUniqueObjectTest()
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| +{
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| + debug("Testing that getExtension() returns the same object each time");
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| + gl.getExtension("EXT_frag_depth").myProperty = 2;
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| + gc();
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| + shouldBe('gl.getExtension("EXT_frag_depth").myProperty', '2');
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| +}
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| +
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| +debug("");
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| +var successfullyParsed = true;
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| +</script>
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| +<script src="../../resources/js-test-post.js"></script>
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| +
|
| +</body>
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| +</html>
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| Property changes on: conformance/extensions/ext-frag-depth.html
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| ___________________________________________________________________
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| Added: svn:eol-style
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| ## -0,0 +1 ##
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| +LF
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| \ No newline at end of property
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