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165 lines
6 KiB
HTML
165 lines
6 KiB
HTML
<!--
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/*
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** Copyright (c) 2012 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 WebGL_debug_shaders Conformance Tests</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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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: 1px; height: 1px;"> </canvas>
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<div id="console"></div>
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<!-- Shaders for testing standard derivatives -->
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<script>
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"use strict";
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description("This test verifies the functionality of the WEBGL_debug_shaders extension, if it is available.");
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debug("");
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext("canvas");
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var ext = null;
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var shader = null;
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var program = null;
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var info = null;
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var translatedSource;
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var newTranslatedSource;
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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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// Query the extension and store globally so shouldBe can access it
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ext = gl.getExtension("WEBGL_debug_shaders");
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if (!ext) {
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testPassed("No WEBGL_debug_shaders support -- this is legal");
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runSupportedTest(false);
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} else {
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testPassed("Successfully enabled WEBGL_debug_shaders extension");
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runSupportedTest(true);
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runTestEnabled();
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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("WEBGL_debug_shaders") >= 0) {
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if (extensionEnabled) {
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testPassed("WEBGL_debug_shaders listed as supported and getExtension succeeded");
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} else {
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testFailed("WEBGL_debug_shaders 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("WEBGL_debug_shaders not listed as supported but getExtension succeeded");
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} else {
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testPassed("WEBGL_debug_shaders 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 runTestEnabled() {
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debug("Testing function with extension enabled");
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var shaderInfos = [
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{
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source: "void main() { gl_Position = vec4(1.0, 0.0, 0.0, 1.0); }",
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type: gl.VERTEX_SHADER
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},
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{
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source: "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }",
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type: gl.FRAGMENT_SHADER
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}
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];
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// Do this twice to test for caching issues.
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for (var jj = 0; jj < 2; ++jj) {
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debug("pass:" + (jj + 1));
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program = gl.createProgram();
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for (var ii = 0; ii < shaderInfos.length; ++ii) {
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info = shaderInfos[ii];
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shader = gl.createShader(info.type);
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// if no source has been defined or compileShader() has not been called,
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// getTranslatedShaderSource() should return an empty string.
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shouldBe("ext.getTranslatedShaderSource(shader)", '""');
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gl.shaderSource(shader, info.source);
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shouldBe("ext.getTranslatedShaderSource(shader)", '""');
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gl.compileShader(shader);
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shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)");
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translatedSource = ext.getTranslatedShaderSource(shader);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No gl error should occur");
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if (translatedSource && translatedSource.length > 0) {
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testPassed("Successfully called getTranslatedShaderSource()");
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} else {
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testFailed("Calling getTranslatedShaderSource() failed");
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}
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gl.attachShader(program, shader);
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}
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gl.linkProgram(program);
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shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)");
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}
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// Test changing the source. Make sure we get the correct source each time.
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debug("test changing source");
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shader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(shader, "void main() { gl_FragColor = vec4(gl_FragCoord.x, 0.0, 0.0, 1.0); }");
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gl.compileShader(shader);
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shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)");
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shouldThrow("ext.getTranslatedShaderSource(null)");
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translatedSource = ext.getTranslatedShaderSource(shader);
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shouldBeTrue('translatedSource && translatedSource.indexOf("gl_FragCoord") >= 0');
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// change the source but don't compile.
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gl.shaderSource(shader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }");
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// the source should NOT change. It should be the same as the old source.
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newTranslatedSource = ext.getTranslatedShaderSource(shader);
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shouldBe('newTranslatedSource', 'translatedSource');
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// now compile.
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gl.compileShader(shader);
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shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)");
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// the source should have change.
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newTranslatedSource = ext.getTranslatedShaderSource(shader);
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shouldNotBe('newTranslatedSource', 'translatedSource');
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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="../../js/js-test-post.js"></script>
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</body>
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</html>
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