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+<!--
+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 NV_shader_noperspective_interpolation 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="128" height="128" id="c"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description("This test verifies the functionality of the NV_shader_noperspective_interpolation 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 macroVertex = `#version 300 es
+ in vec4 vPosition;
+ void main() {
+ #ifdef GL_NV_shader_noperspective_interpolation
+ gl_Position = vPosition;
+ #else
+ #error no GL_NV_shader_noperspective_interpolation;
+ #endif
+ }`;
+
+ const macroFragment = `#version 300 es
+ precision highp float;
+ out vec4 my_FragColor;
+ void main() {
+ #ifdef GL_NV_shader_noperspective_interpolation
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ #else
+ #error no GL_NV_shader_noperspective_interpolation;
+ #endif
+ }`;
+
+ for (const shaders of [[wtu.simpleVertexShaderESSL300, macroFragment],
+ [macroVertex, wtu.simpleColorFragmentShaderESSL300]]) {
+ // Expect the macro shader to succeed ONLY if enabled
+ if (wtu.setupProgram(gl, shaders)) {
+ 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");
+ }
+ }
+ }
+
+ const missingVertex = `#version 300 es
+ noperspective out float interpolant;
+ in vec4 vPosition;
+ void main() {
+ gl_Position = vPosition;
+ }`;
+
+ const missingFragment = `#version 300 es
+ precision highp float;
+ noperspective in float interpolant;
+ out vec4 my_FragColor;
+ void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }`;
+
+ // Always expect the shader missing the #extension pragma to fail (whether enabled or not)
+ for (const shaders of [[missingVertex, wtu.simpleColorFragmentShaderESSL300],
+ [wtu.simpleVertexShaderESSL300, missingFragment],
+ [missingVertex, missingFragment]]) {
+ if (wtu.setupProgram(gl, shaders)) {
+ testFailed("Noperspective interpolation qualifier allowed without #extension pragma");
+ } else {
+ testPassed("Noperspective interpolation qualifier disallowed without #extension pragma");
+ }
+ }
+
+ const validVertex = `#version 300 es
+ #extension GL_NV_shader_noperspective_interpolation : enable
+ noperspective out float interpolant;
+ in vec4 vPosition;
+ void main() {
+ gl_Position = vPosition;
+ }`;
+
+ const validFragment = `#version 300 es
+ #extension GL_NV_shader_noperspective_interpolation : enable
+ precision highp float;
+ noperspective in float interpolant;
+ out vec4 my_FragColor;
+ void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }`;
+
+ // Try to compile a shader using a noperspective qualifier that should only succeed if enabled
+ if (wtu.setupProgram(gl, [validVertex, validFragment])) {
+ if (extensionEnabled) {
+ testPassed("Noperspective interpolation qualifier compiled successfully when extension enabled");
+ } else {
+ testFailed("Noperspective interpolation qualifier compiled successfully when extension disabled");
+ }
+ } else {
+ if (extensionEnabled) {
+ testFailed("Noperspective interpolation qualifier failed to compile when extension enabled");
+ } else {
+ testPassed("Noperspective interpolation qualifier failed to compile when extension disabled");
+ }
+ }
+
+ debug("");
+}
+
+function runInterpolationTest() {
+ function draw(program, skew) {
+ gl.useProgram(program);
+
+ const posLoc = gl.getAttribLocation(program, "position");
+ const colLoc = gl.getAttribLocation(program, "color");
+
+ const buf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buf);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([
+ -1.0, -1.0, 0.0, 1.0,
+ +1.0, -1.0, 0.0, 1.0,
+ 0.0, +1.0 * skew, 0.0, skew,
+
+ 1.0, 0.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0]),
+ gl.STATIC_DRAW);
+
+ gl.vertexAttribPointer(posLoc, 4, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribPointer(colLoc, 4, gl.FLOAT, false, 0, 48);
+ gl.enableVertexAttribArray(posLoc);
+ gl.enableVertexAttribArray(colLoc);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ }
+
+ const vertexSmooth = `#version 300 es
+ in vec4 position;
+ in vec4 color;
+ smooth out vec4 interp_color;
+ void main() {
+ gl_Position = position;
+ interp_color = color;
+ }`;
+
+ const fragmentSmooth = `#version 300 es
+ precision highp float;
+ smooth in vec4 interp_color;
+ out vec4 fragColor;
+ void main() {
+ fragColor = interp_color;
+ }`;
+ const programSmooth = wtu.setupProgram(gl, [vertexSmooth, fragmentSmooth]);
+
+ debug("Get non-skewed value with smooth interpolation");
+ gl.clearColor(0.0, 0.0, 0.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ draw(programSmooth, 1.0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+
+ const smoothColor = new Uint8Array(4);
+ gl.readPixels(64, 64, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, smoothColor);
+
+ const vertexNoperspective = `#version 300 es
+ #extension GL_NV_shader_noperspective_interpolation : require
+ in vec4 position;
+ in vec4 color;
+ noperspective out vec4 interp_color;
+ void main() {
+ gl_Position = position;
+ interp_color = color;
+ }`;
+
+ const fragmentNoperspective = `#version 300 es
+ #extension GL_NV_shader_noperspective_interpolation : require
+ precision highp float;
+ noperspective in vec4 interp_color;
+ out vec4 fragColor;
+ void main() {
+ fragColor = interp_color;
+ }`;
+ const programNoperspective = wtu.setupProgram(gl, [vertexNoperspective, fragmentNoperspective]);
+
+ debug("");
+ debug("Check non-skewed value with noperspective interpolation");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ draw(programNoperspective, 1.0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ wtu.checkCanvasRect(gl, 64, 64, 1, 1, smoothColor, "Non-skewed noperspective should match smooth");
+
+ debug("");
+ debug("Check skewed value with noperspective interpolation");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ draw(programNoperspective, 2.0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ wtu.checkCanvasRect(gl, 64, 64, 1, 1, smoothColor, "Skewed noperspective should match smooth");
+}
+
+function runTest() {
+ if (!gl) {
+ testFailed("WebGL context does not exist");
+ return;
+ }
+ testPassed("WebGL context exists");
+
+ runShaderTests(false);
+
+ ext = gl.getExtension("NV_shader_noperspective_interpolation");
+ wtu.runExtensionSupportedTest(gl, "NV_shader_noperspective_interpolation", ext !== null);
+
+ if (!ext) {
+ testPassed("No NV_shader_noperspective_interpolation support -- this is legal");
+ } else {
+ testPassed("Successfully enabled NV_shader_noperspective_interpolation extension");
+ runShaderTests(true);
+ runInterpolationTest();
+ }
+}
+
+runTest();
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>