| Index: conformance/glsl-conformance.html
|
| ===================================================================
|
| --- conformance/glsl-conformance.html (revision 106149)
|
| +++ conformance/glsl-conformance.html (working copy)
|
| @@ -1,747 +0,0 @@
|
| -<!--
|
| -Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
| -Use of this source code is governed by a BSD-style license that can be
|
| -found in the LICENSE file.
|
| --->
|
| -<!DOCTYPE html>
|
| -<html>
|
| -<head>
|
| -<meta charset="utf-8">
|
| -<title>WebGL GLSL Conformance Tests</title>
|
| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
|
| -<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
|
| -<script src="../resources/js-test-pre.js"></script>
|
| -<script src="resources/webgl-test-utils.js"></script>
|
| -</head>
|
| -<body>
|
| -<div id="description"></div>
|
| -<div id="console"></div>
|
| -<script id="vshader" type="text/something-not-javascript">
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| -}
|
| -</script>
|
| -<script id="fshader" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(1.0,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithPrecision" type="text/something-not-javascript">
|
| -void main()
|
| -{
|
| - mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
|
| - gl_FragColor = color;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithDefaultPrecision" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| -}
|
| -</script>
|
| -<script id="fshaderWithDefaultPrecision" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(1.0,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithOutPrecision" type="text/something-not-javascript">
|
| -uniform vec4 color;
|
| -void main()
|
| -{
|
| - gl_FragColor = color;
|
| -}
|
| -</script>
|
| -<script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -uniform float gl_foo;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(gl_foo,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithGL_ESeq1" type="text/something-not-javascript">
|
| -#if GL_ES == 1
|
| - precision mediump float;
|
| - void main()
|
| - {
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| - }
|
| -#else
|
| - foo
|
| -#endif
|
| -</script>
|
| -<script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascript">
|
| -#if defined(GL_ES)
|
| - precision mediump float;
|
| - void main()
|
| - {
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| - }
|
| -#else
|
| - foo
|
| -#endif
|
| -</script>
|
| -<script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-javascript">
|
| -#if __VERSION__ == 100
|
| - precision mediump float;
|
| - void main()
|
| - {
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| - }
|
| -#else
|
| - foo
|
| -#endif
|
| -</script>
|
| -<script id="fshaderWithUndefinedPreprocessorSymbol" type="text/something-not-javascript">
|
| -#if UNDEFINED_FOO
|
| - // according to ES GLSL spec 3.4 undefined symbols should fail.
|
| -#else
|
| - precision mediump float;
|
| - void main()
|
| - {
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| - }
|
| -#endif
|
| -</script>
|
| -<script id="fshaderWithFragDepth" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| - gl_FragDepth = 1.0;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithClipVertex" type="text/something-not-javascript">
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| - gl_ClipVertex = vPosition;
|
| -}
|
| -</script>
|
| -<script id="fshaderWith__Define" type="text/something-not-javascript">
|
| -#define __foo 1
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithGL_Define" type="text/something-not-javascript">
|
| -#define GL_FOO 1
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithDefineLineContinuation" type="text/something-not-javascript">
|
| -#define foo this \
|
| - is a test
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="vshaderWithgl_Color" type="text/something-not-javascript">
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = gl_Color;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript">
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition * gl_ProjectionMatrix;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithAttributeArray" type="text/something-not-javascript">
|
| -attribute vec4 vPosition[2];
|
| -void main()
|
| -{
|
| - gl_Position = vPosition[0] + vPosition[1];
|
| -}
|
| -</script>
|
| -<script id="vshaderWithwebgl_" type="text/something-not-javascript">
|
| -attribute vec4 webgl_vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = webgl_vPosition;
|
| -}
|
| -</script>
|
| -<script id="vshaderWith_webgl_" type="text/something-not-javascript">
|
| -attribute vec4 _webgl_vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = _webgl_vPosition;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithImplicitVec3Cast" type="text/something-not-javascript">
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - mediump vec3 k = vec3(1, 2, 3);
|
| - gl_Position = k;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithExplicitIntCast" type="text/something-not-javascript">
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - int k = 123;
|
| - gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, float(k));
|
| -}
|
| -</script>
|
| -<script id="vshaderWithVersion130" type="text/something-not-javascript">
|
| -#version 130
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithVersion120" type="text/something-not-javascript">
|
| -#version 120
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithVersion100" type="text/something-not-javascript">
|
| -#version 100
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| -}
|
| -</script>
|
| -<script id="vshaderWithLineDirective" type="text/something-not-javascript">
|
| -#line 123
|
| -foo
|
| -</script>
|
| -<script id="vshaderWith__FILE__" type="text/something-not-javascript">
|
| -__FILE__
|
| -</script>
|
| -<script id="vshaderWithIncludeDirective" type="text/something-not-javascript">
|
| -// Sadly I can not force the current path so this could fail beacuse include.vs
|
| -// does not exist, not because #include is disallowed.
|
| -#include "include.vs"
|
| -attribute vec4 vPosition;
|
| -void main()
|
| -{
|
| - gl_Position = vPosition;
|
| -}
|
| -</script>
|
| -<script id="fshaderWithdFdx" type="text/something-not-javascript">
|
| -#extension GL_OES_standard_derivatives:enable
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithdFdxNoExt" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWith256CharacterIdentifier" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -uniform float a123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(a123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWith257CharacterIdentifier" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -uniform float a1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(a1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456,0.0,0.0,1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithLongLine" type="text/something-not-javascript">
|
| -precision mediump float;
|
| -uniform float fooo;
|
| -#if defined(someSymbolNotDefined)
|
| -#error long
|
| -#endif
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, 1.0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithErrorDirective" type="text/something-not-javascript">
|
| -#error testing123 testing123
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0,0,0,0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithQuotedErrorDirective" type="text/something-not-javascript">
|
| -#error "testing123 testing123" // will return INVALID_VALUE. See WebGL 6.18
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0,0,0,0);
|
| -}
|
| -</script>
|
| -<script id="fshaderWithNonASCIIErrorDirective" type="text/something-not-javascript">
|
| -#error ±êÍ`rbhhÅÍÈ¢ // will return INVALID_VALUE. See WebGL 6.18
|
| -void main()
|
| -{
|
| - gl_FragColor = vec4(0,0,0,0);
|
| -}
|
| -</script>
|
| -<canvas id="canvas" width="2" height="2"> </canvas>
|
| -<script>
|
| -description("This test ensures WebGL implementations allow proper GLES2 shaders compile and improper ones fail.");
|
| -
|
| -debug("");
|
| -debug("Canvas.getContext");
|
| -
|
| -var wtu = WebGLTestUtils;
|
| -var gl = wtu.create3DContext(document.getElementById("canvas"));
|
| -if (!gl) {
|
| - testFailed("context does not exist");
|
| -} else {
|
| - testPassed("context exists");
|
| -
|
| - debug("");
|
| - debug("Checking various GLSL programs.");
|
| -
|
| - function log(msg) {
|
| - if (window.console && window.console.log) {
|
| - window.console.log(msg);
|
| - }
|
| - }
|
| -
|
| - var shaderInfo = [
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithPrecision',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'frament shader with precision compiled and linked'
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithDefaultPrecision',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'fragment shader with default precision compiled and linked'
|
| - },
|
| - { vShaderId: 'vshaderWithDefaultPrecision',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'vertex shader with default precision compiled and linked'
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithOutPrecision',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader without precision should fail',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithInvalidIdentifier',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader with gl_ identifier should fail',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithGL_ESeq1',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'fragment shader that expects GL_ES == 1 should succeed',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithGLSLPreprocessorSymbol',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'fragment shader that uses GL_ES preprocessor symbol should succeed',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithVERSION100PreprocessorSymbol',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'fragment shader that uses __VERSION__==100 should succeed',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithUndefinedPreprocessorSymbol',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader undefined preprocessor symbol should fail (3.4)',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithFragDepth',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader that uses gl_FragDepth should fail',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithdFdx',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader that uses dFdx should fail',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithdFdxNoExt',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader that uses dFdx without #extension should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithClipVertex',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that uses gl_ClipVertex should fail',
|
| - },
|
| - //{ vShaderId: 'vshader',
|
| - // vShaderSuccess: true,
|
| - // fShaderId: 'fshaderWith__Define',
|
| - // fShaderSuccess: false,
|
| - // linkSuccess: false,
|
| - // passMsg: 'fragment shader that uses __ define should fail',
|
| - //},
|
| - //{ vShaderId: 'vshader',
|
| - // vShaderSuccess: true,
|
| - // fShaderId: 'fshaderWithGL_Define',
|
| - // fShaderSuccess: false,
|
| - // linkSuccess: false,
|
| - // passMsg: 'fragment shader that uses GL_ define should fail',
|
| - //},
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithDefineLineContinuation',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'fragment shader that uses has line continuation macro should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithgl_Color',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that uses gl_Color should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithgl_ProjectionMatrix',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that uses gl_ProjectionMatrix should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithAttributeArray',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that uses attribute array should fail as per GLSL page 110, appendix A, section 5',
|
| - },
|
| - { vShaderId: 'vshaderWithwebgl_',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that uses _webgl identifier should fail',
|
| - },
|
| - { vShaderId: 'vshaderWith_webgl_',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that uses _webgl_ identifier should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithExplicitIntCast',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'vertex shader that explicit int to float cast should succeed',
|
| - },
|
| - { vShaderId: 'vshaderWithImplicitVec3Cast',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader that implicit vec3 to vec4 cast should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithVersion130',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader uses the #version not 100 directive should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithVersion120',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader uses the #version not 100 directive should fail',
|
| - },
|
| - { vShaderId: 'vshaderWithVersion100',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'vertex shader uses the #version 100 directive should succeed',
|
| - },
|
| - { vShaderId: 'vshaderWithLineDirective',
|
| - vShaderSuccess: false,
|
| - vShaderTest: (function() { return wtu.getLastError().indexOf("124") >= 0; }),
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader uses #line directive should report correct line',
|
| - },
|
| - { vShaderId: 'vshaderWithIncludeDirective',
|
| - vShaderSuccess: false,
|
| - fShaderId: 'fshader',
|
| - fShaderSuccess: true,
|
| - linkSuccess: false,
|
| - passMsg: 'vertex shader uses #include should fail',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWith257CharacterIdentifier',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: 'shader that uses 257 character identifier should fail',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWith256CharacterIdentifier',
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - passMsg: 'shader that uses 256 character identifier should succeed',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithLongLine',
|
| - fShaderSuccess: true,
|
| - fShaderPrep: function(str) {
|
| - function expand(str, re, replacement, count) {
|
| - for (var ii = 0; ii < count; ++ii) {
|
| - str = str.replace(re, replacement);
|
| - }
|
| - return str;
|
| - }
|
| - str = expand(str, new RegExp(" ", 'g'), " ", 12);
|
| - var manyZeros = expand("0", new RegExp("0", 'g'), "00", 8).substring(2);
|
| - str = expand(str, new RegExp("0", 'g'), manyZeros, 1);
|
| - str = expand(str, new RegExp("fooo", 'g'), "fooofooo", 6);
|
| - str = expand(str, new RegExp("long", 'g'), "longlong", 6);
|
| - //debug("len:" + str.length);
|
| - //debug(str);
|
| - return str;
|
| - },
|
| - linkSuccess: true,
|
| - passMsg: 'shader that uses long lines should succeed',
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithErrorDirective',
|
| - fShaderSuccess: false,
|
| - fShaderTest: (function() {
|
| - return wtu.getLastError().indexOf("testing123 testing123") >= 0; }),
|
| - linkSuccess: false,
|
| - passMsg: "error directive returns error user's error message",
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithQuotedErrorDirective',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: "error directive using quotes fails",
|
| - },
|
| - { vShaderId: 'vshader',
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshaderWithNonASCIIErrorDirective',
|
| - fShaderSuccess: false,
|
| - linkSuccess: false,
|
| - passMsg: "error directive using characters outside of allowed set fails",
|
| - }
|
| - ];
|
| -
|
| - // Read in all the shader source.
|
| - for (var ii = 0; ii < shaderInfo.length; ++ii) {
|
| - var si = shaderInfo[ii];
|
| - si.vShaderSource = document.getElementById(si.vShaderId).text;
|
| - si.fShaderSource = document.getElementById(si.fShaderId).text;
|
| - }
|
| -
|
| - // Add more tests from external file
|
| - var simpleVertShader = document.getElementById('vshader').text;
|
| - var simpleFragShader = document.getElementById('fshader').text;
|
| -
|
| - function addExternalShaders(filename, passMsg) {
|
| - var lines = wtu.readFileList(filename);
|
| - for (var ii = 0; ii < lines.length; ++ii) {
|
| - var info = {
|
| - vShaderId: 'vshader',
|
| - vShaderSource: simpleVertShader,
|
| - vShaderSuccess: true,
|
| - fShaderId: 'fshader',
|
| - fShaderSource: simpleFragShader,
|
| - fShaderSuccess: true,
|
| - linkSuccess: true,
|
| - };
|
| -
|
| - var line = lines[ii];
|
| - var files = line.split(/ +/);
|
| - var passMsg = "";
|
| - for (var jj = 0; jj < files.length; ++jj) {
|
| - var file = files[jj];
|
| - var shaderSource = wtu.readFile(file);
|
| - var firstLine = shaderSource.split("\n")[0];
|
| - var success = undefined;
|
| - if (wtu.endsWith(firstLine, " fail") ||
|
| - wtu.endsWith(firstLine, " fail.")) {
|
| - success = false;
|
| - } else if (wtu.endsWith(firstLine, " succeed") ||
|
| - wtu.endsWith(firstLine, " succeed.")) {
|
| - success = true;
|
| - }
|
| - if (success === undefined) {
|
| - testFailed("bad first line in " + file + ":" + firstLine);
|
| - continue;
|
| - }
|
| - if (!wtu.startsWith(firstLine, "// ")) {
|
| - testFailed("bad first line in " + file + ":" + firstLine);
|
| - continue;
|
| - }
|
| - passMsg = passMsg + (passMsg.length ? ", " : "") + firstLine.substr(3);
|
| - if (wtu.endsWith(file, ".vert")) {
|
| - info.vShaderId = file;
|
| - info.vShaderSource = shaderSource;
|
| - info.vShaderSuccess = success;
|
| - } else if (wtu.endsWith(file, ".frag")) {
|
| - info.fShaderId = file;
|
| - info.fShaderSource = shaderSource;
|
| - info.fShaderSuccess = success;
|
| - }
|
| - }
|
| - info.linkSuccess = info.vShaderSuccess && info.fShaderSuccess;
|
| - info.passMsg = passMsg;
|
| - shaderInfo.push(info);
|
| - }
|
| - }
|
| -
|
| - addExternalShaders('shaders/00_shaders.txt');
|
| -
|
| - var vShaderDB = { };
|
| - var fShaderDB = { };
|
| -
|
| - for (var ii = 0; ii < shaderInfo.length; ++ii) {
|
| - var info = shaderInfo[ii];
|
| - var passMsg = '[' + info.vShaderId + '/' + info.fShaderId + ']: ' +
|
| - info.passMsg
|
| - log(passMsg);
|
| -
|
| - //debug(info.fShaderId);
|
| - var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) :
|
| - info.vShaderSource;
|
| -
|
| - // Reuse identical shaders so we test shared shader.
|
| - var vShader = vShaderDB[vSource];
|
| - if (!vShader) {
|
| - vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER);
|
| - if (info.vShaderTest) {
|
| - if (!info.vShaderTest(vShader)) {
|
| - testFailed(passMsg);
|
| - continue;
|
| - }
|
| - }
|
| - if ((vShader != null) != info.vShaderSuccess) {
|
| - testFailed(passMsg);
|
| - continue;
|
| - }
|
| - // Save the shaders so we test shared shader.
|
| - if (vShader) {
|
| - vShaderDB[vSource] = vShader;
|
| - }
|
| - }
|
| -
|
| - var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) :
|
| - info.fShaderSource;
|
| -
|
| - // Reuse identical shaders so we test shared shader.
|
| - var fShader = fShaderDB[fSource];
|
| - if (!fShader) {
|
| - fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER);
|
| - if (info.fShaderTest) {
|
| - if (!info.fShaderTest(fShader)) {
|
| - testFailed(passMsg);
|
| - continue;
|
| - }
|
| - }
|
| - //debug(fShader == null ? "fail" : "succeed");
|
| - if ((fShader != null) != info.fShaderSuccess) {
|
| - testFailed(passMsg);
|
| - continue;
|
| - }
|
| - // Safe the shaders so we test shared shader.
|
| - if (fShader) {
|
| - fShaderDB[fSource] = fShader;
|
| - }
|
| - }
|
| -
|
| - if (vShader && fShader) {
|
| - var program = gl.createProgram();
|
| - gl.attachShader(program, vShader);
|
| - gl.attachShader(program, fShader);
|
| - gl.linkProgram(program);
|
| - var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
|
| - if (!linked) {
|
| - var error = gl.getProgramInfoLog(program);
|
| - log("*** Error linking program '"+program+"':"+error);
|
| - }
|
| - if (linked != info.linkSuccess) {
|
| - testFailed(passMsg);
|
| - continue;
|
| - }
|
| - } else {
|
| - if (info.linkSuccess) {
|
| - testFailed(passMsg);
|
| - continue;
|
| - }
|
| - }
|
| - testPassed(passMsg);
|
| - }
|
| -}
|
| -
|
| -debug("");
|
| -successfullyParsed = true;
|
| -
|
| -</script>
|
| -<script src="../resources/js-test-post.js"></script>
|
| -
|
| -</body>
|
| -</html>
|
|
|