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| 1 <!-- | |
| 2 Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
| 3 Use of this source code is governed by a BSD-style license that can be | |
| 4 found in the LICENSE file. | |
| 5 --> | |
| 6 <!DOCTYPE html> | |
| 7 <html> | |
| 8 <head> | |
| 9 <meta charset="utf-8"> | |
| 10 <title>WebGL GLSL Conformance Tests</title> | |
| 11 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
| 12 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri
pt> | |
| 13 <script src="../resources/js-test-pre.js"></script> | |
| 14 <script src="resources/webgl-test-utils.js"></script> | |
| 15 </head> | |
| 16 <body> | |
| 17 <div id="description"></div> | |
| 18 <div id="console"></div> | |
| 19 <script id="vshader" type="text/something-not-javascript"> | |
| 20 attribute vec4 vPosition; | |
| 21 void main() | |
| 22 { | |
| 23 gl_Position = vPosition; | |
| 24 } | |
| 25 </script> | |
| 26 <script id="fshader" type="text/something-not-javascript"> | |
| 27 precision mediump float; | |
| 28 void main() | |
| 29 { | |
| 30 gl_FragColor = vec4(1.0,0.0,0.0,1.0); | |
| 31 } | |
| 32 </script> | |
| 33 <script id="fshaderWithPrecision" type="text/something-not-javascript"> | |
| 34 void main() | |
| 35 { | |
| 36 mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); | |
| 37 gl_FragColor = color; | |
| 38 } | |
| 39 </script> | |
| 40 <script id="vshaderWithDefaultPrecision" type="text/something-not-javascript"> | |
| 41 precision mediump float; | |
| 42 attribute vec4 vPosition; | |
| 43 void main() | |
| 44 { | |
| 45 gl_Position = vPosition; | |
| 46 } | |
| 47 </script> | |
| 48 <script id="fshaderWithDefaultPrecision" type="text/something-not-javascript"> | |
| 49 precision mediump float; | |
| 50 void main() | |
| 51 { | |
| 52 gl_FragColor = vec4(1.0,0.0,0.0,1.0); | |
| 53 } | |
| 54 </script> | |
| 55 <script id="fshaderWithOutPrecision" type="text/something-not-javascript"> | |
| 56 uniform vec4 color; | |
| 57 void main() | |
| 58 { | |
| 59 gl_FragColor = color; | |
| 60 } | |
| 61 </script> | |
| 62 <script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript"> | |
| 63 precision mediump float; | |
| 64 uniform float gl_foo; | |
| 65 void main() | |
| 66 { | |
| 67 gl_FragColor = vec4(gl_foo,0.0,0.0,1.0); | |
| 68 } | |
| 69 </script> | |
| 70 <script id="fshaderWithGL_ESeq1" type="text/something-not-javascript"> | |
| 71 #if GL_ES == 1 | |
| 72 precision mediump float; | |
| 73 void main() | |
| 74 { | |
| 75 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 76 } | |
| 77 #else | |
| 78 foo | |
| 79 #endif | |
| 80 </script> | |
| 81 <script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascri
pt"> | |
| 82 #if defined(GL_ES) | |
| 83 precision mediump float; | |
| 84 void main() | |
| 85 { | |
| 86 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 87 } | |
| 88 #else | |
| 89 foo | |
| 90 #endif | |
| 91 </script> | |
| 92 <script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-ja
vascript"> | |
| 93 #if __VERSION__ == 100 | |
| 94 precision mediump float; | |
| 95 void main() | |
| 96 { | |
| 97 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 98 } | |
| 99 #else | |
| 100 foo | |
| 101 #endif | |
| 102 </script> | |
| 103 <script id="fshaderWithUndefinedPreprocessorSymbol" type="text/something-not-jav
ascript"> | |
| 104 #if UNDEFINED_FOO | |
| 105 // according to ES GLSL spec 3.4 undefined symbols should fail. | |
| 106 #else | |
| 107 precision mediump float; | |
| 108 void main() | |
| 109 { | |
| 110 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 111 } | |
| 112 #endif | |
| 113 </script> | |
| 114 <script id="fshaderWithFragDepth" type="text/something-not-javascript"> | |
| 115 precision mediump float; | |
| 116 void main() | |
| 117 { | |
| 118 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 119 gl_FragDepth = 1.0; | |
| 120 } | |
| 121 </script> | |
| 122 <script id="vshaderWithClipVertex" type="text/something-not-javascript"> | |
| 123 attribute vec4 vPosition; | |
| 124 void main() | |
| 125 { | |
| 126 gl_Position = vPosition; | |
| 127 gl_ClipVertex = vPosition; | |
| 128 } | |
| 129 </script> | |
| 130 <script id="fshaderWith__Define" type="text/something-not-javascript"> | |
| 131 #define __foo 1 | |
| 132 precision mediump float; | |
| 133 void main() | |
| 134 { | |
| 135 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 136 } | |
| 137 </script> | |
| 138 <script id="fshaderWithGL_Define" type="text/something-not-javascript"> | |
| 139 #define GL_FOO 1 | |
| 140 precision mediump float; | |
| 141 void main() | |
| 142 { | |
| 143 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 144 } | |
| 145 </script> | |
| 146 <script id="fshaderWithDefineLineContinuation" type="text/something-not-javascri
pt"> | |
| 147 #define foo this \ | |
| 148 is a test | |
| 149 precision mediump float; | |
| 150 void main() | |
| 151 { | |
| 152 gl_FragColor = vec4(0.0,0.0,0.0,1.0); | |
| 153 } | |
| 154 </script> | |
| 155 <script id="vshaderWithgl_Color" type="text/something-not-javascript"> | |
| 156 attribute vec4 vPosition; | |
| 157 void main() | |
| 158 { | |
| 159 gl_Position = gl_Color; | |
| 160 } | |
| 161 </script> | |
| 162 <script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript"
> | |
| 163 attribute vec4 vPosition; | |
| 164 void main() | |
| 165 { | |
| 166 gl_Position = vPosition * gl_ProjectionMatrix; | |
| 167 } | |
| 168 </script> | |
| 169 <script id="vshaderWithAttributeArray" type="text/something-not-javascript"> | |
| 170 attribute vec4 vPosition[2]; | |
| 171 void main() | |
| 172 { | |
| 173 gl_Position = vPosition[0] + vPosition[1]; | |
| 174 } | |
| 175 </script> | |
| 176 <script id="vshaderWithwebgl_" type="text/something-not-javascript"> | |
| 177 attribute vec4 webgl_vPosition; | |
| 178 void main() | |
| 179 { | |
| 180 gl_Position = webgl_vPosition; | |
| 181 } | |
| 182 </script> | |
| 183 <script id="vshaderWith_webgl_" type="text/something-not-javascript"> | |
| 184 attribute vec4 _webgl_vPosition; | |
| 185 void main() | |
| 186 { | |
| 187 gl_Position = _webgl_vPosition; | |
| 188 } | |
| 189 </script> | |
| 190 <script id="vshaderWithImplicitVec3Cast" type="text/something-not-javascript"> | |
| 191 attribute vec4 vPosition; | |
| 192 void main() | |
| 193 { | |
| 194 mediump vec3 k = vec3(1, 2, 3); | |
| 195 gl_Position = k; | |
| 196 } | |
| 197 </script> | |
| 198 <script id="vshaderWithExplicitIntCast" type="text/something-not-javascript"> | |
| 199 attribute vec4 vPosition; | |
| 200 void main() | |
| 201 { | |
| 202 int k = 123; | |
| 203 gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, float(k)); | |
| 204 } | |
| 205 </script> | |
| 206 <script id="vshaderWithVersion130" type="text/something-not-javascript"> | |
| 207 #version 130 | |
| 208 attribute vec4 vPosition; | |
| 209 void main() | |
| 210 { | |
| 211 gl_Position = vPosition; | |
| 212 } | |
| 213 </script> | |
| 214 <script id="vshaderWithVersion120" type="text/something-not-javascript"> | |
| 215 #version 120 | |
| 216 attribute vec4 vPosition; | |
| 217 void main() | |
| 218 { | |
| 219 gl_Position = vPosition; | |
| 220 } | |
| 221 </script> | |
| 222 <script id="vshaderWithVersion100" type="text/something-not-javascript"> | |
| 223 #version 100 | |
| 224 attribute vec4 vPosition; | |
| 225 void main() | |
| 226 { | |
| 227 gl_Position = vPosition; | |
| 228 } | |
| 229 </script> | |
| 230 <script id="vshaderWithLineDirective" type="text/something-not-javascript"> | |
| 231 #line 123 | |
| 232 foo | |
| 233 </script> | |
| 234 <script id="vshaderWith__FILE__" type="text/something-not-javascript"> | |
| 235 __FILE__ | |
| 236 </script> | |
| 237 <script id="vshaderWithIncludeDirective" type="text/something-not-javascript"> | |
| 238 // Sadly I can not force the current path so this could fail beacuse include.vs | |
| 239 // does not exist, not because #include is disallowed. | |
| 240 #include "include.vs" | |
| 241 attribute vec4 vPosition; | |
| 242 void main() | |
| 243 { | |
| 244 gl_Position = vPosition; | |
| 245 } | |
| 246 </script> | |
| 247 <script id="fshaderWithdFdx" type="text/something-not-javascript"> | |
| 248 #extension GL_OES_standard_derivatives:enable | |
| 249 precision mediump float; | |
| 250 void main() | |
| 251 { | |
| 252 gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0); | |
| 253 } | |
| 254 </script> | |
| 255 <script id="fshaderWithdFdxNoExt" type="text/something-not-javascript"> | |
| 256 precision mediump float; | |
| 257 void main() | |
| 258 { | |
| 259 gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0); | |
| 260 } | |
| 261 </script> | |
| 262 <script id="fshaderWith256CharacterIdentifier" type="text/something-not-javascri
pt"> | |
| 263 precision mediump float; | |
| 264 uniform float a12345678901234567890123456789012345678901234567890123456789012345
67890123456789012345678901234567890123456789012345678901234567890123456789012345
67890123456789012345678901234567890123456789012345678901234567890123456789012345
678901234567890123456789012345; | |
| 265 void main() | |
| 266 { | |
| 267 gl_FragColor = vec4(a123456789012345678901234567890123456789012345678901234567
89012345678901234567890123456789012345678901234567890123456789012345678901234567
89012345678901234567890123456789012345678901234567890123456789012345678901234567
89012345678901234567890123456789012345,0.0,0.0,1.0); | |
| 268 } | |
| 269 </script> | |
| 270 <script id="fshaderWith257CharacterIdentifier" type="text/something-not-javascri
pt"> | |
| 271 precision mediump float; | |
| 272 uniform float a12345678901234567890123456789012345678901234567890123456789012345
67890123456789012345678901234567890123456789012345678901234567890123456789012345
67890123456789012345678901234567890123456789012345678901234567890123456789012345
6789012345678901234567890123456; | |
| 273 void main() | |
| 274 { | |
| 275 gl_FragColor = vec4(a123456789012345678901234567890123456789012345678901234567
89012345678901234567890123456789012345678901234567890123456789012345678901234567
89012345678901234567890123456789012345678901234567890123456789012345678901234567
890123456789012345678901234567890123456,0.0,0.0,1.0); | |
| 276 } | |
| 277 </script> | |
| 278 <script id="fshaderWithLongLine" type="text/something-not-javascript"> | |
| 279 precision mediump float; | |
| 280 uniform float fooo; | |
| 281 #if defined(someSymbolNotDefined) | |
| 282 #error long | |
| 283 #endif | |
| 284 void main() | |
| 285 { | |
| 286 gl_FragColor = vec4(fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, fooo+fooo+fooo
+fooo, 1.0); | |
| 287 } | |
| 288 </script> | |
| 289 <script id="fshaderWithErrorDirective" type="text/something-not-javascript"> | |
| 290 #error testing123 testing123 | |
| 291 void main() | |
| 292 { | |
| 293 gl_FragColor = vec4(0,0,0,0); | |
| 294 } | |
| 295 </script> | |
| 296 <script id="fshaderWithQuotedErrorDirective" type="text/something-not-javascript
"> | |
| 297 #error "testing123 testing123" // will return INVALID_VALUE. See WebGL 6.18 | |
| 298 void main() | |
| 299 { | |
| 300 gl_FragColor = vec4(0,0,0,0); | |
| 301 } | |
| 302 </script> | |
| 303 <script id="fshaderWithNonASCIIErrorDirective" type="text/something-not-javascri
pt"> | |
| 304 #error ±êÍ`rbhhÅÍÈ¢ // will return INVALID_VALUE. See WebGL 6.18 | |
| 305 void main() | |
| 306 { | |
| 307 gl_FragColor = vec4(0,0,0,0); | |
| 308 } | |
| 309 </script> | |
| 310 <canvas id="canvas" width="2" height="2"> </canvas> | |
| 311 <script> | |
| 312 description("This test ensures WebGL implementations allow proper GLES2 shaders
compile and improper ones fail."); | |
| 313 | |
| 314 debug(""); | |
| 315 debug("Canvas.getContext"); | |
| 316 | |
| 317 var wtu = WebGLTestUtils; | |
| 318 var gl = wtu.create3DContext(document.getElementById("canvas")); | |
| 319 if (!gl) { | |
| 320 testFailed("context does not exist"); | |
| 321 } else { | |
| 322 testPassed("context exists"); | |
| 323 | |
| 324 debug(""); | |
| 325 debug("Checking various GLSL programs."); | |
| 326 | |
| 327 function log(msg) { | |
| 328 if (window.console && window.console.log) { | |
| 329 window.console.log(msg); | |
| 330 } | |
| 331 } | |
| 332 | |
| 333 var shaderInfo = [ | |
| 334 { vShaderId: 'vshader', | |
| 335 vShaderSuccess: true, | |
| 336 fShaderId: 'fshaderWithPrecision', | |
| 337 fShaderSuccess: true, | |
| 338 linkSuccess: true, | |
| 339 passMsg: 'frament shader with precision compiled and linked' | |
| 340 }, | |
| 341 { vShaderId: 'vshader', | |
| 342 vShaderSuccess: true, | |
| 343 fShaderId: 'fshaderWithDefaultPrecision', | |
| 344 fShaderSuccess: true, | |
| 345 linkSuccess: true, | |
| 346 passMsg: 'fragment shader with default precision compiled and linked' | |
| 347 }, | |
| 348 { vShaderId: 'vshaderWithDefaultPrecision', | |
| 349 vShaderSuccess: true, | |
| 350 fShaderId: 'fshader', | |
| 351 fShaderSuccess: true, | |
| 352 linkSuccess: true, | |
| 353 passMsg: 'vertex shader with default precision compiled and linked' | |
| 354 }, | |
| 355 { vShaderId: 'vshader', | |
| 356 vShaderSuccess: true, | |
| 357 fShaderId: 'fshaderWithOutPrecision', | |
| 358 fShaderSuccess: false, | |
| 359 linkSuccess: false, | |
| 360 passMsg: 'fragment shader without precision should fail', | |
| 361 }, | |
| 362 { vShaderId: 'vshader', | |
| 363 vShaderSuccess: true, | |
| 364 fShaderId: 'fshaderWithInvalidIdentifier', | |
| 365 fShaderSuccess: false, | |
| 366 linkSuccess: false, | |
| 367 passMsg: 'fragment shader with gl_ identifier should fail', | |
| 368 }, | |
| 369 { vShaderId: 'vshader', | |
| 370 vShaderSuccess: true, | |
| 371 fShaderId: 'fshaderWithGL_ESeq1', | |
| 372 fShaderSuccess: true, | |
| 373 linkSuccess: true, | |
| 374 passMsg: 'fragment shader that expects GL_ES == 1 should succeed', | |
| 375 }, | |
| 376 { vShaderId: 'vshader', | |
| 377 vShaderSuccess: true, | |
| 378 fShaderId: 'fshaderWithGLSLPreprocessorSymbol', | |
| 379 fShaderSuccess: true, | |
| 380 linkSuccess: true, | |
| 381 passMsg: 'fragment shader that uses GL_ES preprocessor symbol should succe
ed', | |
| 382 }, | |
| 383 { vShaderId: 'vshader', | |
| 384 vShaderSuccess: true, | |
| 385 fShaderId: 'fshaderWithVERSION100PreprocessorSymbol', | |
| 386 fShaderSuccess: true, | |
| 387 linkSuccess: true, | |
| 388 passMsg: 'fragment shader that uses __VERSION__==100 should succeed', | |
| 389 }, | |
| 390 { vShaderId: 'vshader', | |
| 391 vShaderSuccess: true, | |
| 392 fShaderId: 'fshaderWithUndefinedPreprocessorSymbol', | |
| 393 fShaderSuccess: false, | |
| 394 linkSuccess: false, | |
| 395 passMsg: 'fragment shader undefined preprocessor symbol should fail (3.4)'
, | |
| 396 }, | |
| 397 { vShaderId: 'vshader', | |
| 398 vShaderSuccess: true, | |
| 399 fShaderId: 'fshaderWithFragDepth', | |
| 400 fShaderSuccess: false, | |
| 401 linkSuccess: false, | |
| 402 passMsg: 'fragment shader that uses gl_FragDepth should fail', | |
| 403 }, | |
| 404 { vShaderId: 'vshader', | |
| 405 vShaderSuccess: true, | |
| 406 fShaderId: 'fshaderWithdFdx', | |
| 407 fShaderSuccess: false, | |
| 408 linkSuccess: false, | |
| 409 passMsg: 'fragment shader that uses dFdx should fail', | |
| 410 }, | |
| 411 { vShaderId: 'vshader', | |
| 412 vShaderSuccess: true, | |
| 413 fShaderId: 'fshaderWithdFdxNoExt', | |
| 414 fShaderSuccess: false, | |
| 415 linkSuccess: false, | |
| 416 passMsg: 'fragment shader that uses dFdx without #extension should fail', | |
| 417 }, | |
| 418 { vShaderId: 'vshaderWithClipVertex', | |
| 419 vShaderSuccess: false, | |
| 420 fShaderId: 'fshader', | |
| 421 fShaderSuccess: true, | |
| 422 linkSuccess: false, | |
| 423 passMsg: 'vertex shader that uses gl_ClipVertex should fail', | |
| 424 }, | |
| 425 //{ vShaderId: 'vshader', | |
| 426 // vShaderSuccess: true, | |
| 427 // fShaderId: 'fshaderWith__Define', | |
| 428 // fShaderSuccess: false, | |
| 429 // linkSuccess: false, | |
| 430 // passMsg: 'fragment shader that uses __ define should fail', | |
| 431 //}, | |
| 432 //{ vShaderId: 'vshader', | |
| 433 // vShaderSuccess: true, | |
| 434 // fShaderId: 'fshaderWithGL_Define', | |
| 435 // fShaderSuccess: false, | |
| 436 // linkSuccess: false, | |
| 437 // passMsg: 'fragment shader that uses GL_ define should fail', | |
| 438 //}, | |
| 439 { vShaderId: 'vshader', | |
| 440 vShaderSuccess: true, | |
| 441 fShaderId: 'fshaderWithDefineLineContinuation', | |
| 442 fShaderSuccess: false, | |
| 443 linkSuccess: false, | |
| 444 passMsg: 'fragment shader that uses has line continuation macro should fai
l', | |
| 445 }, | |
| 446 { vShaderId: 'vshaderWithgl_Color', | |
| 447 vShaderSuccess: false, | |
| 448 fShaderId: 'fshader', | |
| 449 fShaderSuccess: true, | |
| 450 linkSuccess: false, | |
| 451 passMsg: 'vertex shader that uses gl_Color should fail', | |
| 452 }, | |
| 453 { vShaderId: 'vshaderWithgl_ProjectionMatrix', | |
| 454 vShaderSuccess: false, | |
| 455 fShaderId: 'fshader', | |
| 456 fShaderSuccess: true, | |
| 457 linkSuccess: false, | |
| 458 passMsg: 'vertex shader that uses gl_ProjectionMatrix should fail', | |
| 459 }, | |
| 460 { vShaderId: 'vshaderWithAttributeArray', | |
| 461 vShaderSuccess: false, | |
| 462 fShaderId: 'fshader', | |
| 463 fShaderSuccess: true, | |
| 464 linkSuccess: false, | |
| 465 passMsg: 'vertex shader that uses attribute array should fail as per GLSL
page 110, appendix A, section 5', | |
| 466 }, | |
| 467 { vShaderId: 'vshaderWithwebgl_', | |
| 468 vShaderSuccess: false, | |
| 469 fShaderId: 'fshader', | |
| 470 fShaderSuccess: true, | |
| 471 linkSuccess: false, | |
| 472 passMsg: 'vertex shader that uses _webgl identifier should fail', | |
| 473 }, | |
| 474 { vShaderId: 'vshaderWith_webgl_', | |
| 475 vShaderSuccess: false, | |
| 476 fShaderId: 'fshader', | |
| 477 fShaderSuccess: true, | |
| 478 linkSuccess: false, | |
| 479 passMsg: 'vertex shader that uses _webgl_ identifier should fail', | |
| 480 }, | |
| 481 { vShaderId: 'vshaderWithExplicitIntCast', | |
| 482 vShaderSuccess: true, | |
| 483 fShaderId: 'fshader', | |
| 484 fShaderSuccess: true, | |
| 485 linkSuccess: true, | |
| 486 passMsg: 'vertex shader that explicit int to float cast should succeed', | |
| 487 }, | |
| 488 { vShaderId: 'vshaderWithImplicitVec3Cast', | |
| 489 vShaderSuccess: false, | |
| 490 fShaderId: 'fshader', | |
| 491 fShaderSuccess: true, | |
| 492 linkSuccess: false, | |
| 493 passMsg: 'vertex shader that implicit vec3 to vec4 cast should fail', | |
| 494 }, | |
| 495 { vShaderId: 'vshaderWithVersion130', | |
| 496 vShaderSuccess: false, | |
| 497 fShaderId: 'fshader', | |
| 498 fShaderSuccess: true, | |
| 499 linkSuccess: false, | |
| 500 passMsg: 'vertex shader uses the #version not 100 directive should fail', | |
| 501 }, | |
| 502 { vShaderId: 'vshaderWithVersion120', | |
| 503 vShaderSuccess: false, | |
| 504 fShaderId: 'fshader', | |
| 505 fShaderSuccess: true, | |
| 506 linkSuccess: false, | |
| 507 passMsg: 'vertex shader uses the #version not 100 directive should fail', | |
| 508 }, | |
| 509 { vShaderId: 'vshaderWithVersion100', | |
| 510 vShaderSuccess: true, | |
| 511 fShaderId: 'fshader', | |
| 512 fShaderSuccess: true, | |
| 513 linkSuccess: true, | |
| 514 passMsg: 'vertex shader uses the #version 100 directive should succeed', | |
| 515 }, | |
| 516 { vShaderId: 'vshaderWithLineDirective', | |
| 517 vShaderSuccess: false, | |
| 518 vShaderTest: (function() { return wtu.getLastError().indexOf("124") >= 0;
}), | |
| 519 fShaderId: 'fshader', | |
| 520 fShaderSuccess: true, | |
| 521 linkSuccess: false, | |
| 522 passMsg: 'vertex shader uses #line directive should report correct line', | |
| 523 }, | |
| 524 { vShaderId: 'vshaderWithIncludeDirective', | |
| 525 vShaderSuccess: false, | |
| 526 fShaderId: 'fshader', | |
| 527 fShaderSuccess: true, | |
| 528 linkSuccess: false, | |
| 529 passMsg: 'vertex shader uses #include should fail', | |
| 530 }, | |
| 531 { vShaderId: 'vshader', | |
| 532 vShaderSuccess: true, | |
| 533 fShaderId: 'fshaderWith257CharacterIdentifier', | |
| 534 fShaderSuccess: false, | |
| 535 linkSuccess: false, | |
| 536 passMsg: 'shader that uses 257 character identifier should fail', | |
| 537 }, | |
| 538 { vShaderId: 'vshader', | |
| 539 vShaderSuccess: true, | |
| 540 fShaderId: 'fshaderWith256CharacterIdentifier', | |
| 541 fShaderSuccess: true, | |
| 542 linkSuccess: true, | |
| 543 passMsg: 'shader that uses 256 character identifier should succeed', | |
| 544 }, | |
| 545 { vShaderId: 'vshader', | |
| 546 vShaderSuccess: true, | |
| 547 fShaderId: 'fshaderWithLongLine', | |
| 548 fShaderSuccess: true, | |
| 549 fShaderPrep: function(str) { | |
| 550 function expand(str, re, replacement, count) { | |
| 551 for (var ii = 0; ii < count; ++ii) { | |
| 552 str = str.replace(re, replacement); | |
| 553 } | |
| 554 return str; | |
| 555 } | |
| 556 str = expand(str, new RegExp(" ", 'g'), " ", 12); | |
| 557 var manyZeros = expand("0", new RegExp("0", 'g'), "00", 8).substring(2); | |
| 558 str = expand(str, new RegExp("0", 'g'), manyZeros, 1); | |
| 559 str = expand(str, new RegExp("fooo", 'g'), "fooofooo", 6); | |
| 560 str = expand(str, new RegExp("long", 'g'), "longlong", 6); | |
| 561 //debug("len:" + str.length); | |
| 562 //debug(str); | |
| 563 return str; | |
| 564 }, | |
| 565 linkSuccess: true, | |
| 566 passMsg: 'shader that uses long lines should succeed', | |
| 567 }, | |
| 568 { vShaderId: 'vshader', | |
| 569 vShaderSuccess: true, | |
| 570 fShaderId: 'fshaderWithErrorDirective', | |
| 571 fShaderSuccess: false, | |
| 572 fShaderTest: (function() { | |
| 573 return wtu.getLastError().indexOf("testing123 testing123") >= 0; }), | |
| 574 linkSuccess: false, | |
| 575 passMsg: "error directive returns error user's error message", | |
| 576 }, | |
| 577 { vShaderId: 'vshader', | |
| 578 vShaderSuccess: true, | |
| 579 fShaderId: 'fshaderWithQuotedErrorDirective', | |
| 580 fShaderSuccess: false, | |
| 581 linkSuccess: false, | |
| 582 passMsg: "error directive using quotes fails", | |
| 583 }, | |
| 584 { vShaderId: 'vshader', | |
| 585 vShaderSuccess: true, | |
| 586 fShaderId: 'fshaderWithNonASCIIErrorDirective', | |
| 587 fShaderSuccess: false, | |
| 588 linkSuccess: false, | |
| 589 passMsg: "error directive using characters outside of allowed set fails", | |
| 590 } | |
| 591 ]; | |
| 592 | |
| 593 // Read in all the shader source. | |
| 594 for (var ii = 0; ii < shaderInfo.length; ++ii) { | |
| 595 var si = shaderInfo[ii]; | |
| 596 si.vShaderSource = document.getElementById(si.vShaderId).text; | |
| 597 si.fShaderSource = document.getElementById(si.fShaderId).text; | |
| 598 } | |
| 599 | |
| 600 // Add more tests from external file | |
| 601 var simpleVertShader = document.getElementById('vshader').text; | |
| 602 var simpleFragShader = document.getElementById('fshader').text; | |
| 603 | |
| 604 function addExternalShaders(filename, passMsg) { | |
| 605 var lines = wtu.readFileList(filename); | |
| 606 for (var ii = 0; ii < lines.length; ++ii) { | |
| 607 var info = { | |
| 608 vShaderId: 'vshader', | |
| 609 vShaderSource: simpleVertShader, | |
| 610 vShaderSuccess: true, | |
| 611 fShaderId: 'fshader', | |
| 612 fShaderSource: simpleFragShader, | |
| 613 fShaderSuccess: true, | |
| 614 linkSuccess: true, | |
| 615 }; | |
| 616 | |
| 617 var line = lines[ii]; | |
| 618 var files = line.split(/ +/); | |
| 619 var passMsg = ""; | |
| 620 for (var jj = 0; jj < files.length; ++jj) { | |
| 621 var file = files[jj]; | |
| 622 var shaderSource = wtu.readFile(file); | |
| 623 var firstLine = shaderSource.split("\n")[0]; | |
| 624 var success = undefined; | |
| 625 if (wtu.endsWith(firstLine, " fail") || | |
| 626 wtu.endsWith(firstLine, " fail.")) { | |
| 627 success = false; | |
| 628 } else if (wtu.endsWith(firstLine, " succeed") || | |
| 629 wtu.endsWith(firstLine, " succeed.")) { | |
| 630 success = true; | |
| 631 } | |
| 632 if (success === undefined) { | |
| 633 testFailed("bad first line in " + file + ":" + firstLine); | |
| 634 continue; | |
| 635 } | |
| 636 if (!wtu.startsWith(firstLine, "// ")) { | |
| 637 testFailed("bad first line in " + file + ":" + firstLine); | |
| 638 continue; | |
| 639 } | |
| 640 passMsg = passMsg + (passMsg.length ? ", " : "") + firstLine.substr(3); | |
| 641 if (wtu.endsWith(file, ".vert")) { | |
| 642 info.vShaderId = file; | |
| 643 info.vShaderSource = shaderSource; | |
| 644 info.vShaderSuccess = success; | |
| 645 } else if (wtu.endsWith(file, ".frag")) { | |
| 646 info.fShaderId = file; | |
| 647 info.fShaderSource = shaderSource; | |
| 648 info.fShaderSuccess = success; | |
| 649 } | |
| 650 } | |
| 651 info.linkSuccess = info.vShaderSuccess && info.fShaderSuccess; | |
| 652 info.passMsg = passMsg; | |
| 653 shaderInfo.push(info); | |
| 654 } | |
| 655 } | |
| 656 | |
| 657 addExternalShaders('shaders/00_shaders.txt'); | |
| 658 | |
| 659 var vShaderDB = { }; | |
| 660 var fShaderDB = { }; | |
| 661 | |
| 662 for (var ii = 0; ii < shaderInfo.length; ++ii) { | |
| 663 var info = shaderInfo[ii]; | |
| 664 var passMsg = '[' + info.vShaderId + '/' + info.fShaderId + ']: ' + | |
| 665 info.passMsg | |
| 666 log(passMsg); | |
| 667 | |
| 668 //debug(info.fShaderId); | |
| 669 var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) : | |
| 670 info.vShaderSource; | |
| 671 | |
| 672 // Reuse identical shaders so we test shared shader. | |
| 673 var vShader = vShaderDB[vSource]; | |
| 674 if (!vShader) { | |
| 675 vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER); | |
| 676 if (info.vShaderTest) { | |
| 677 if (!info.vShaderTest(vShader)) { | |
| 678 testFailed(passMsg); | |
| 679 continue; | |
| 680 } | |
| 681 } | |
| 682 if ((vShader != null) != info.vShaderSuccess) { | |
| 683 testFailed(passMsg); | |
| 684 continue; | |
| 685 } | |
| 686 // Save the shaders so we test shared shader. | |
| 687 if (vShader) { | |
| 688 vShaderDB[vSource] = vShader; | |
| 689 } | |
| 690 } | |
| 691 | |
| 692 var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) : | |
| 693 info.fShaderSource; | |
| 694 | |
| 695 // Reuse identical shaders so we test shared shader. | |
| 696 var fShader = fShaderDB[fSource]; | |
| 697 if (!fShader) { | |
| 698 fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER); | |
| 699 if (info.fShaderTest) { | |
| 700 if (!info.fShaderTest(fShader)) { | |
| 701 testFailed(passMsg); | |
| 702 continue; | |
| 703 } | |
| 704 } | |
| 705 //debug(fShader == null ? "fail" : "succeed"); | |
| 706 if ((fShader != null) != info.fShaderSuccess) { | |
| 707 testFailed(passMsg); | |
| 708 continue; | |
| 709 } | |
| 710 // Safe the shaders so we test shared shader. | |
| 711 if (fShader) { | |
| 712 fShaderDB[fSource] = fShader; | |
| 713 } | |
| 714 } | |
| 715 | |
| 716 if (vShader && fShader) { | |
| 717 var program = gl.createProgram(); | |
| 718 gl.attachShader(program, vShader); | |
| 719 gl.attachShader(program, fShader); | |
| 720 gl.linkProgram(program); | |
| 721 var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0); | |
| 722 if (!linked) { | |
| 723 var error = gl.getProgramInfoLog(program); | |
| 724 log("*** Error linking program '"+program+"':"+error); | |
| 725 } | |
| 726 if (linked != info.linkSuccess) { | |
| 727 testFailed(passMsg); | |
| 728 continue; | |
| 729 } | |
| 730 } else { | |
| 731 if (info.linkSuccess) { | |
| 732 testFailed(passMsg); | |
| 733 continue; | |
| 734 } | |
| 735 } | |
| 736 testPassed(passMsg); | |
| 737 } | |
| 738 } | |
| 739 | |
| 740 debug(""); | |
| 741 successfullyParsed = true; | |
| 742 | |
| 743 </script> | |
| 744 <script src="../resources/js-test-post.js"></script> | |
| 745 | |
| 746 </body> | |
| 747 </html> | |
| OLD | NEW |