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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 OES_shader_multisample_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="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 OES_shader_multisample_interpolation extension, if it is available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("c", { antialias: false }, 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_OES_shader_multisample_interpolation
+ gl_Position = vPosition;
+ #else
+ #error no GL_OES_shader_multisample_interpolation;
+ #endif
+ }`;
+
+ const macroFragment = `#version 300 es
+ precision highp float;
+ out vec4 my_FragColor;
+ void main() {
+ #ifdef GL_OES_shader_multisample_interpolation
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ #else
+ #error no GL_OES_shader_multisample_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
+ sample out float interpolant;
+ in vec4 vPosition;
+ void main() {
+ gl_Position = vPosition;
+ }`;
+
+ const missingFragment = `#version 300 es
+ precision highp float;
+ sample 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("Sample interpolation qualifier allowed without #extension pragma");
+ } else {
+ testPassed("Sample interpolation qualifier disallowed without #extension pragma");
+ }
+ }
+
+ const validVertex = `#version 300 es
+ #extension GL_OES_shader_multisample_interpolation : enable
+ sample out float interpolant;
+ in vec4 vPosition;
+ void main() {
+ gl_Position = vPosition;
+ }`;
+
+ const validFragment = `#version 300 es
+ #extension GL_OES_shader_multisample_interpolation : enable
+ precision highp float;
+ sample 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 sample qualifier that should only succeed if enabled
+ if (wtu.setupProgram(gl, [validVertex, validFragment])) {
+ if (extensionEnabled) {
+ testPassed("Sample interpolation qualifier compiled successfully when extension enabled");
+ } else {
+ testFailed("Sample interpolation qualifier compiled successfully when extension disabled");
+ }
+ } else {
+ if (extensionEnabled) {
+ testFailed("Sample interpolation qualifier failed to compile when extension enabled");
+ } else {
+ testPassed("Sample interpolation qualifier failed to compile when extension disabled");
+ }
+ }
+}
+
+function runQueryTests(extensionEnabled) {
+ debug("");
+ debug("Testing parameters with extension " + (extensionEnabled ? "enabled" : "disabled"));
+ if (extensionEnabled) {
+ shouldBeGreaterThanOrEqual("gl.getParameter(ext.FRAGMENT_INTERPOLATION_OFFSET_BITS_OES)", "4");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+
+ const limit = 0.5 - Math.pow(2, -gl.getParameter(ext.FRAGMENT_INTERPOLATION_OFFSET_BITS_OES));
+ shouldBeLessThanOrEqual("gl.getParameter(ext.MIN_FRAGMENT_INTERPOLATION_OFFSET_OES)", `-${limit}`);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ shouldBeGreaterThanOrEqual("gl.getParameter(ext.MAX_FRAGMENT_INTERPOLATION_OFFSET_OES)", `${limit}`);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ } else {
+ shouldBeNull("gl.getParameter(0x8E5B /* MIN_FRAGMENT_INTERPOLATION_OFFSET_OES */)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "parameter unknown without enabling the extension");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ shouldBeNull("gl.getParameter(0x8E5C /* MAX_FRAGMENT_INTERPOLATION_OFFSET_OES */)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "parameter unknown without enabling the extension");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ shouldBeNull("gl.getParameter(0x8E5D /* FRAGMENT_INTERPOLATION_OFFSET_BITS_OES */)");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "parameter unknown without enabling the extension");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+ }
+}
+
+function checkEnums() {
+ debug("");
+ debug("Check enums");
+ shouldBe("ext.MIN_FRAGMENT_INTERPOLATION_OFFSET_OES", "0x8E5B");
+ shouldBe("ext.MAX_FRAGMENT_INTERPOLATION_OFFSET_OES", "0x8E5C");
+ shouldBe("ext.FRAGMENT_INTERPOLATION_OFFSET_BITS_OES", "0x8E5D");
+}
+
+/*
+ * This test renders a triangle using MSAAx4 and 1x1 viewport
+ * with the following vertex colors.
+ *
+ * | Position | Color |
+ * |==========|===========|
+ * | (-1, -1) | (0, 0, 0) |
+ * | (-1, +1) | (0, 1, 0) |
+ * | (+1, -1) | (1, 0, 0) |
+ *
+ * This triangle cannot cover all four samples.
+ *
+ * When default interpolation is used, the vertex color is interpolated
+ * once, most likely in the pixel center.
+ *
+ * When per-sample interpolation is used, the vertex color is interpolated
+ * several times, producing a distinct value for each covered sample.
+ * Due to the asymmetry of sample positions, the resolved pixel color must
+ * not match the color produced by default interpolation.
+ *
+ * OpenGL specs do not guarantee specific sample positions, so the test
+ * checks only that the resolved colors are different.
+ */
+function runInterpolationTest() {
+ debug("");
+ debug("Testing multisample interpolation");
+
+ function draw(program) {
+ gl.viewport(0, 0, 1, 1);
+ gl.useProgram(program);
+
+ const posLoc = gl.getAttribLocation(program, "position");
+ const buf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buf);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([
+ -1.0, -1.0,
+ -1.0, +1.0,
+ +1.0, -1.0]),
+ gl.STATIC_DRAW);
+
+ gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(posLoc);
+
+ const rbo = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
+ gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 1, 1);
+
+ const fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
+
+ wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE);
+
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.blitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+ }
+
+ const vertexCenter = `#version 300 es
+ in vec4 position;
+ out vec4 interp_color;
+ void main() {
+ gl_Position = position;
+ interp_color = vec4(position.xy * 0.5 + 0.5, 0.0, 1.0);
+ }`;
+
+ const fragmentCenter = `#version 300 es
+ precision highp float;
+ in vec4 interp_color;
+ out vec4 fragColor;
+ void main() {
+ fragColor = interp_color;
+ }`;
+ const programCenter = wtu.setupProgram(gl, [vertexCenter, fragmentCenter]);
+
+ draw(programCenter);
+ const centerColor = new Uint8Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, centerColor);
+
+ const vertexSample = `#version 300 es
+ #extension GL_OES_shader_multisample_interpolation : require
+ in vec4 position;
+ sample out vec4 interp_color;
+ void main() {
+ gl_Position = position;
+ interp_color = vec4(position.xy * 0.5 + 0.5, 0.0, 1.0);
+ }`;
+
+ const fragmentSample = `#version 300 es
+ #extension GL_OES_shader_multisample_interpolation : require
+ precision highp float;
+ sample in vec4 interp_color;
+ out vec4 fragColor;
+ void main() {
+ fragColor = interp_color;
+ }`;
+ const programSample = wtu.setupProgram(gl, [vertexSample, fragmentSample]);
+
+ draw(programSample);
+ const sampleColor = new Uint8Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, sampleColor);
+
+ const message = `Pixel-center value: ${centerColor}, sample-average value: ${sampleColor}`;
+ if (centerColor[0] == sampleColor[0] && centerColor[1] == sampleColor[1]) {
+ testFailed(message);
+ } else {
+ testPassed(message);
+ }
+}
+
+function runTest() {
+ if (!gl) {
+ testFailed("WebGL context does not exist");
+ return;
+ }
+ testPassed("WebGL context exists");
+
+ runQueryTests(false);
+ runShaderTests(false);
+
+ debug("");
+ ext = gl.getExtension("OES_shader_multisample_interpolation");
+ wtu.runExtensionSupportedTest(gl, "OES_shader_multisample_interpolation", ext !== null);
+
+ if (!ext) {
+ testPassed("No OES_shader_multisample_interpolation support -- this is legal");
+ } else {
+ testPassed("Successfully enabled OES_shader_multisample_interpolation extension");
+ runQueryTests(true);
+ runShaderTests(true);
+ runInterpolationTest();
+ }
+}
+
+runTest();
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>