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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-debug-shaders.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-debug-shaders.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-debug-shaders.html | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-debug-shaders.html b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-debug-shaders.html new file mode 100644 index 0000000000..9a95736a86 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-debug-shaders.html @@ -0,0 +1,144 @@ +<!-- +Copyright (c) 2019 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 WebGL_debug_shaders 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> +<div id="description"></div> +<canvas id="canvas" style="width: 1px; height: 1px;"> </canvas> +<div id="console"></div> +<!-- Shaders for testing standard derivatives --> + +<script> +"use strict"; +description("This test verifies the functionality of the WEBGL_debug_shaders extension, if it is available."); + +debug(""); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("canvas"); +var ext = null; +var shader = null; +var program = null; +var info = null; +var translatedSource; +var newTranslatedSource; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + // Query the extension and store globally so shouldBe can access it + ext = gl.getExtension("WEBGL_debug_shaders"); + if (!ext) { + testPassed("No WEBGL_debug_shaders support -- this is legal"); + + runSupportedTest(false); + } else { + testPassed("Successfully enabled WEBGL_debug_shaders extension"); + + runSupportedTest(true); + runTestEnabled(); + } +} + +function runSupportedTest(extensionEnabled) { + var supported = gl.getSupportedExtensions(); + if (supported.indexOf("WEBGL_debug_shaders") >= 0) { + if (extensionEnabled) { + testPassed("WEBGL_debug_shaders listed as supported and getExtension succeeded"); + } else { + testFailed("WEBGL_debug_shaders listed as supported but getExtension failed"); + } + } else { + if (extensionEnabled) { + testFailed("WEBGL_debug_shaders not listed as supported but getExtension succeeded"); + } else { + testPassed("WEBGL_debug_shaders not listed as supported and getExtension failed -- this is legal"); + } + } +} + +function runTestEnabled() { + debug("Testing function with extension enabled"); + + var shaderInfos = [ + { + source: "void main() { gl_Position = vec4(1.0, 0.0, 0.0, 1.0); }", + type: gl.VERTEX_SHADER + }, + { + source: "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }", + type: gl.FRAGMENT_SHADER + } + ]; + + // Do this twice to test for caching issues. + for (var jj = 0; jj < 2; ++jj) { + debug("pass:" + (jj + 1)); + program = gl.createProgram(); + for (var ii = 0; ii < shaderInfos.length; ++ii) { + info = shaderInfos[ii]; + + shader = gl.createShader(info.type); + + // if no source has been defined or compileShader() has not been called, + // getTranslatedShaderSource() should return an empty string. + shouldBe("ext.getTranslatedShaderSource(shader)", '""'); + gl.shaderSource(shader, info.source); + shouldBe("ext.getTranslatedShaderSource(shader)", '""'); + gl.compileShader(shader); + shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); + translatedSource = ext.getTranslatedShaderSource(shader); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No gl error should occur"); + if (translatedSource && translatedSource.length > 0) { + testPassed("Successfully called getTranslatedShaderSource()"); + } else { + testFailed("Calling getTranslatedShaderSource() failed"); + } + gl.attachShader(program, shader); + } + gl.linkProgram(program); + shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)"); + } + + // Test changing the source. Make sure we get the correct source each time. + debug("test changing source"); + shader = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(shader, "void main() { gl_FragColor = vec4(gl_FragCoord.x, 0.0, 0.0, 1.0); }"); + gl.compileShader(shader); + shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); + shouldThrow("ext.getTranslatedShaderSource(null)"); + translatedSource = ext.getTranslatedShaderSource(shader); + shouldBeTrue('translatedSource && translatedSource.indexOf("gl_FragCoord") >= 0'); + // change the source but don't compile. + gl.shaderSource(shader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }"); + // the source should NOT change. It should be the same as the old source. + newTranslatedSource = ext.getTranslatedShaderSource(shader); + shouldBe('newTranslatedSource', 'translatedSource'); + // now compile. + gl.compileShader(shader); + shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); + // the source should have change. + newTranslatedSource = ext.getTranslatedShaderSource(shader); + shouldNotBe('newTranslatedSource', 'translatedSource'); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |