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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/extensions/ext-conservative-depth.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/extensions/ext-conservative-depth.html b/dom/canvas/test/webgl-conf/checkout/conformance2/extensions/ext-conservative-depth.html new file mode 100644 index 0000000000..c9c9f85bdb --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/extensions/ext-conservative-depth.html @@ -0,0 +1,145 @@ +<!-- +Copyright (c) 2023 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL EXT_conservative_depth Conformance Tests</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"></script> +</head> +<body> +<canvas width="32" height="32" id="c"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description("This test verifies the functionality of the EXT_conservative_depth extension, if it is available."); + +debug(""); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("c", null, 2); +var ext; + +function runShaderTests(extensionEnabled) { + debug(""); + debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled")); + + const macro = `#version 300 es + precision mediump float; + out vec4 my_FragColor; + void main() { + #ifdef GL_EXT_conservative_depth + my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + #else + #error no GL_EXT_conservative_depth; + #endif + }`; + + const missingExtension = `#version 300 es + precision mediump float; + out vec4 my_FragColor; + layout (depth_any) out float gl_FragDepth; + void main() { + my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragDepth = 1.0; + }`; + + const valid = `#version 300 es + #extension GL_EXT_conservative_depth : enable + precision mediump float; + out vec4 my_FragColor; + layout (depth_any) out float gl_FragDepth; + void main() { + my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragDepth = 1.0; + }`; + + const invalid = `#version 300 es + #extension GL_EXT_conservative_depth : enable + precision mediump float; + out vec4 my_FragColor; + layout (depth_unchanged) out float gl_FragDepth; + void main() { + my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragDepth = 1.0; + }`; + + // Always expect the shader missing the #extension pragma to fail (whether enabled or not) + if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, missingExtension])) { + testFailed("Depth layout qualifier allowed without #extension pragma"); + } else { + testPassed("Depth layout qualifier disallowed without #extension pragma"); + } + + // Expect the macro shader to succeed ONLY if enabled + if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, macro])) { + if (extensionEnabled) { + testPassed("Macro defined in shaders when extension is enabled"); + } else { + testFailed("Macro defined in shaders when extension is disabled"); + } + } else { + if (extensionEnabled) { + testFailed("Macro not defined in shaders when extension is enabled"); + } else { + testPassed("Macro not defined in shaders when extension is disabled"); + } + } + + // Try to compile a shader using a layout qualifier that should only succeed if enabled + if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, valid])) { + if (extensionEnabled) { + testPassed("Depth layout qualifier compiled successfully when extension enabled"); + } else { + testFailed("Depth layout qualifier compiled successfully when extension disabled"); + } + } else { + if (extensionEnabled) { + testFailed("Depth layout qualifier failed to compile when extension enabled"); + } else { + testPassed("Depth layout qualifier failed to compile when extension disabled"); + } + } + + // Try to compile a shader using a disallowed layout qualifier + if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, invalid])) { + testFailed("Unsupported depth layout qualifier compiled successfully"); + } else { + testPassed("Unsupported depth layout qualifier failed to compile"); + } +} + +function runTest() { + if (!gl) { + testFailed("WebGL context does not exist"); + return; + } + testPassed("WebGL context exists"); + + runShaderTests(false); + + ext = gl.getExtension("EXT_conservative_depth"); + wtu.runExtensionSupportedTest(gl, "EXT_conservative_depth", ext !== null); + + if (!ext) { + testPassed("No EXT_conservative_depth support -- this is legal"); + } else { + testPassed("Successfully enabled EXT_conservative_depth extension"); + runShaderTests(true); + } +} + +runTest(); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |