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362 lines
12 KiB
HTML
362 lines
12 KiB
HTML
<!--
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/*
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** Copyright (c) 2014 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
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** "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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**
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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
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** 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_shader_texture_lod Conformance Tests</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../js/desktop-gl-constants.js"></script>
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<script src="../../js/js-test-pre.js"></script>
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<script src="../../js/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: 256px; height: 256px;"> </canvas>
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<canvas id="canvas2" style="width: 256px; height: 256px;"> </canvas>
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<div id="console"></div>
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<!-- Shaders for testing texture LOD functions -->
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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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varying vec2 texCoord0v;
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uniform float lod;
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uniform sampler2D tex;
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void main() {
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vec4 color = texture2DLodEXT(tex, texCoord0v, lod);
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gl_FragColor = color;
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}
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</script>
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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_shader_texture_lod
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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#else
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// Error expected
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#error no GL_EXT_shader_texture_lod;
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#endif
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}
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</script>
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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_shader_texture_lod : enable
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precision mediump float;
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varying vec2 texCoord0v;
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uniform float lod;
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uniform sampler2D tex;
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void main() {
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vec4 color = texture2DLodEXT(tex, texCoord0v, lod);
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gl_FragColor = color;
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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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attribute vec2 texCoord0;
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varying vec2 texCoord0v;
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void main() {
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texCoord0v = texCoord0;
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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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attribute vec2 texCoord0;
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varying vec2 texCoord0v;
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void main() {
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texCoord0v = texCoord0;
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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_shader_texture_lod : require
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precision mediump float;
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varying vec2 texCoord0v;
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uniform float lod;
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uniform sampler2D tex;
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void main() {
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vec4 color = texture2DLodEXT(tex, texCoord0v, lod);
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gl_FragColor = color;
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}
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</script>
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<script>
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description("This test verifies the functionality of the EXT_shader_texture_lod extension, if it is available.");
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debug("");
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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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// Run all tests once.
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runAllTests();
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// Run all tests against with a new context to test for any cache issues.
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debug("");
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debug("Testing new context to catch cache errors");
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var canvas2 = document.getElementById("canvas2");
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gl = wtu.create3DContext(canvas2);
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ext = null;
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runAllTests();
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function runAllTests() {
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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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// Run tests with extension disabled
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runShaderTests(false);
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// Query the extension and store globally so shouldBe can access it
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ext = gl.getExtension("EXT_shader_texture_lod");
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if (!ext) {
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testPassed("No EXT_shader_texture_lod support -- this is legal");
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runSupportedTest(false);
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} else {
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testPassed("Successfully enabled EXT_shader_texture_lod extension");
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runSupportedTest(true);
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runShaderTests(true);
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runOutputTests();
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runUniqueObjectTest();
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runReferenceCycleTest();
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// Run deferred link tests.
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runDeferredLinkTests();
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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_shader_texture_lod") >= 0) {
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if (extensionEnabled) {
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testPassed("EXT_shader_texture_lod listed as supported and getExtension succeeded");
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} else {
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testFailed("EXT_shader_texture_lod 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_shader_texture_lod not listed as supported but getExtension succeeded");
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} else {
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testPassed("EXT_shader_texture_lod 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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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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// 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_shader_texture_lod defined in shaders when extension is enabled");
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} else {
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testFailed("GL_EXT_shader_texture_lod 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_shader_texture_lod defined in shaders when extension is disabled");
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} else {
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testPassed("GL_EXT_shader_texture_lod not defined in shaders when extension disabled");
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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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// 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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function runOutputTests() {
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debug("");
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debug("Testing various draws for valid built-in function behavior");
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gl.viewport(0, 0, canvas.width, canvas.height);
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var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['vPosition', 'texCoord0'], [0, 1]);
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var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
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var colors = [
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{name: 'red', color:[255, 0, 0, 255]},
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{name: 'green', color:[0, 255, 0, 255]},
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{name: 'blue', color:[0, 0, 255, 255]},
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{name: 'yellow', color:[255, 255, 0, 255]},
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{name: 'magenta', color:[255, 0, 255, 255]},
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{name: 'cyan', color:[0, 255, 255, 255]},
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{name: 'pink', color:[255, 128, 128, 255]},
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{name: 'gray', color:[128, 128, 128, 255]},
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{name: 'light green', color:[128, 255, 128, 255]},
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];
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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for (var ii = 0; ii < colors.length; ++ii) {
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var color = colors[ii];
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var size = Math.pow(2, colors.length - ii - 1);
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wtu.fillTexture(gl, tex, size, size, color.color, ii);
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}
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var loc = gl.getUniformLocation(program, "lod");
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for (var ii = 0; ii < colors.length; ++ii) {
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gl.uniform1f(loc, ii);
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var color = colors[ii];
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wtu.drawUnitQuad(gl);
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wtu.checkCanvas(
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gl, color.color,
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"256x256 texture drawn to 256x256 dest with lod = " + ii +
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" should be " + color.name);
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}
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wtu.glErrorShouldBe(gl, gl.NO_ERROR);
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}
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function runUniqueObjectTest()
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{
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debug("");
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debug("Testing that getExtension() returns the same object each time");
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ext = null;
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gl.getExtension("EXT_shader_texture_lod").myProperty = 2;
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webglHarnessCollectGarbage();
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shouldBe('gl.getExtension("EXT_shader_texture_lod").myProperty', '2');
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}
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function runReferenceCycleTest()
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{
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// create some reference cycles. The goal is to see if they cause leaks. The point is that
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// some browser test runners have instrumentation to detect leaked refcounted objects.
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debug("");
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debug("Testing reference cycles between context and extension objects");
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var ext = gl.getExtension("EXT_shader_texture_lod");
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// create cycle between extension and context, since the context has to hold a reference to the extension
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ext.context = gl;
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// create a self-cycle on the extension object
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ext.ext = ext;
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}
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function runDeferredLinkTests() {
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debug("");
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debug("Testing deferred shader compilation tests.");
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// Test for compilation failures that are caused by missing extensions
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// do not succeed if extensions are enabled during linking. This would
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// only happen for deferred shader compilations.
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// First test if link succeeds with extension enabled.
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var glEnabled = wtu.create3DContext();
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var extEnabled = glEnabled.getExtension("EXT_shader_texture_lod");
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if (!extEnabled) {
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testFailed("Deferred link test expects the extension to be supported");
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}
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var vertexShader = wtu.loadShaderFromScript(glEnabled, "goodVertexShader");
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var fragmentShader = wtu.loadShaderFromScript(glEnabled, "macroFragmentShader");
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if (!vertexShader || !fragmentShader) {
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testFailed("Could not create good shaders.");
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return;
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}
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var program = wtu.setupProgram(glEnabled, [vertexShader, fragmentShader]);
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if (!program) {
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testFailed("Compilation with extension enabled failed.");
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return;
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}
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// Create new context to test link failure without extension enabled.
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var glDeferred = wtu.create3DContext();
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var vertexShader = wtu.loadShaderFromScript(glDeferred, "goodVertexShader", glDeferred.VERTEX_SHADER, undefined, undefined, true);
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var fragmentShader = wtu.loadShaderFromScript(glDeferred, "macroFragmentShader", glDeferred.FRAGMENT_SHADER, undefined, undefined, true);
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if (vertexShader == null || fragmentShader == null) {
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testFailed("Could not create shaders.");
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return;
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}
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// Shader compilations should have failed due to extensions not enabled.
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glDeferred.getExtension("EXT_shader_texture_lod");
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var program = wtu.setupProgram(glDeferred, [vertexShader, fragmentShader]);
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if (program) {
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testFailed("Compilation with extension disabled then linking with extension enabled should have failed.");
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return;
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}
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testPassed("Compilation with extension disabled then linking with extension enabled.");
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}
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debug("");
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successfullyParsed = true;
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</script>
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<script src="../../js/js-test-post.js"></script>
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</body>
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</html>
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