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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 EXT_depth_clamp 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_depth_clamp extension, if it is available.");

debug("");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("c");
var ext;
const w = gl.drawingBufferWidth;
const h = gl.drawingBufferHeight;

function runTestNoExtension() {
    debug("");
    debug("Check the parameter without the extension");
    shouldBeNull("gl.getParameter(0x864F /* DEPTH_CLAMP_EXT */)");
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "parameter unknown without enabling the extension");
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

    debug("Check the cap without the extension");
    gl.disable(0x864F /* DEPTH_CLAMP_EXT */);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "cap unknown without enabling the extension");
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

    gl.enable(0x864F /* DEPTH_CLAMP_EXT */);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "cap unknown without enabling the extension");
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

    shouldBeFalse("gl.isEnabled(0x864F /* DEPTH_CLAMP_EXT */)");
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "cap unknown without enabling the extension");
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
}

function checkEnums() {
    debug("");
    debug("Check enums");
    shouldBe("ext.DEPTH_CLAMP_EXT", "0x864F");
}

function checkQueries() {
    debug("");
    debug("Check default state");
    shouldBeFalse('gl.isEnabled(ext.DEPTH_CLAMP_EXT)');
    shouldBeFalse('gl.getParameter(ext.DEPTH_CLAMP_EXT)');
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

    debug("");
    debug("Check state update using the new capability");
    gl.enable(ext.DEPTH_CLAMP_EXT);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
    shouldBeTrue('gl.isEnabled(ext.DEPTH_CLAMP_EXT)');
    shouldBeTrue('gl.getParameter(ext.DEPTH_CLAMP_EXT)');
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

    gl.disable(ext.DEPTH_CLAMP_EXT);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
    shouldBeFalse('gl.isEnabled(ext.DEPTH_CLAMP_EXT)');
    shouldBeFalse('gl.getParameter(ext.DEPTH_CLAMP_EXT)');
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
}

function checkClamping() {
    debug("");
    debug("Check depth clamp operation");

    // Draw a red quad located beyond the clipping volume.
    // When depth clamping is enabled, it must be drawn.
    const vertexShader = `
        attribute vec2 vPosition;
        uniform float u_depth;
        void main() {
            gl_Position = vec4(vPosition, u_depth, 1.0);
        }`;
    const program = wtu.setupProgram(gl, [vertexShader,
                                          wtu.simpleColorFragmentShader]);
    gl.useProgram(program);
    const colorLoc = gl.getUniformLocation(program, "u_color");
    const depthLoc = gl.getUniformLocation(program, "u_depth");

    wtu.setupUnitQuad(gl);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

    // Red beyond the far plane
    gl.uniform4f(colorLoc, 1, 0, 0, 1);
    gl.uniform1f(depthLoc, +2);

    // Clipped
    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvasRect(gl, 0, 0, w, h, [255, 255, 255, 255]);

    // Enable depth clamping, disable depth clipping
    gl.enable(ext.DEPTH_CLAMP_EXT);

    // Not clipped
    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvasRect(gl, 0, 0, w, h, [255, 0, 0, 255]);

    // Green beyond the near plane
    gl.uniform4f(colorLoc, 0, 1, 0, 1);
    gl.uniform1f(depthLoc, -2);

    // Not clipped
    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvasRect(gl, 0, 0, w, h, [0, 255, 0, 255]);

    // Blue beyond the near plane with clamping disabled
    gl.disable(ext.DEPTH_CLAMP_EXT);
    gl.uniform4f(colorLoc, 0, 0, 1, 1);

    // Clipped
    wtu.clearAndDrawUnitQuad(gl);
    wtu.checkCanvasRect(gl, 0, 0, w, h, [255, 255, 255, 255]);

    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
}

function runTestExtension() {
    checkEnums();
    checkQueries();
    checkClamping();
}

function runTest() {
    if (!gl) {
        testFailed("WebGL context does not exist");
        return;
    }
    testPassed("WebGL context exists");

    runTestNoExtension();

    ext = gl.getExtension("EXT_depth_clamp");

    wtu.runExtensionSupportedTest(gl, "EXT_depth_clamp", ext !== null);

    if (ext !== null) {
        runTestExtension();
    } else {
        testPassed("No EXT_depth_clamp support -- this is legal");
    }
}

runTest();

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>