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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/frag-depth.html
parentInitial commit. (diff)
downloadfirefox-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>
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+<!--
+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 Frag 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>
+<div id="description"></div>
+<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
+<div id="console"></div>
+<!-- Shaders for testing fragment depth writing -->
+
+<!-- Shader omitting the required #version -->
+<script id="fragmentShaderESSL1" type="x-shader/x-fragment">
+precision mediump float;
+void main() {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ gl_FragDepth = 1.0;
+}
+</script>
+<!-- Shader with required #version -->
+<script id="fragmentShaderESSL3" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+out vec4 my_FragColor;
+void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ gl_FragDepth = 1.0;
+}
+</script>
+<!-- Shader using the EXT suffix -->
+<script id="fragmentShaderESSL3EXT" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+out vec4 my_FragColor;
+void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ gl_FragDepthEXT = 1.0;
+}
+</script>
+<!-- Shaders to link with test fragment shaders -->
+<script id="vertexShaderESSL1" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+void main() {
+ gl_Position = vPosition;
+}
+</script>
+<script id="vertexShaderESSL3" type="x-shader/x-vertex">#version 300 es
+in vec4 vPosition;
+void main() {
+ gl_Position = vPosition;
+}
+</script>
+
+<!-- Shader to test output -->
+<script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+uniform float uDepth;
+
+out vec4 my_FragColor;
+void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ gl_FragDepth = uDepth;
+}
+</script>
+
+<script>
+"use strict";
+description("This test verifies the functionality of setting fragment depth in a shader.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ runShaderTests();
+ debug("");
+ runOutputTests();
+}
+
+function runShaderTests() {
+ debug("");
+ debug("Testing various shader compiles");
+
+ // Always expect ESSL1 shaders to fail
+ var fragmentProgramESSL1 = wtu.loadProgramFromScriptExpectError(gl, "vertexShaderESSL1", "fragmentShaderESSL1");
+ if (fragmentProgramESSL1) {
+ testFailed("gl_FragDepth allowed in ESSL1 shader - should be disallowed");
+ } else {
+ testPassed("gl_FragDepth disallowed in ESSL1 shader");
+ }
+
+ // Try to compile a shader using the built-ins that should only succeed if enabled
+ var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "vertexShaderESSL3", "fragmentShaderESSL3");
+ if (testFragmentProgram) {
+ testPassed("gl_FragDepth allowed in ESSL3 shader");
+ } else {
+ testFailed("gl_FragDepth disallowed in ESSL3 shader");
+ }
+
+ var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "vertexShaderESSL3", "fragmentShaderESSL3EXT");
+ if (testFragmentProgram) {
+ testFailed("gl_FragDepthEXT allowed in ESSL3 shader - should only allow gl_FragDepth");
+ } else {
+ testPassed("gl_FragDepthEXT disallowed in ESSL3 shader");
+ }
+}
+
+function runOutputTests() {
+ debug("Testing rendering results from writing to gl_FragData");
+
+ canvas.width = 50; canvas.height = 50;
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ // Enable depth testing with a clearDepth of 0.5
+ // This makes it so that fragments are only rendered when
+ // gl_FragDepth is < 0.5
+ gl.clearDepth(0.5);
+ gl.enable(gl.DEPTH_TEST);
+
+ var positionLoc = 0;
+ var texcoordLoc = 1;
+ var program = wtu.setupProgram(gl, ["vertexShaderESSL3", "outputFragmentShader"], ['vPosition'], [0]);
+ var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
+ var depthUniform = gl.getUniformLocation(program, "uDepth");
+
+ // Draw 1: Greater than clear depth
+ gl.uniform1f(depthUniform, 1.0);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 255, 255, 255]);
+
+ // Draw 2: Less than clear depth
+ gl.uniform1f(depthUniform, 0.0);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255]);
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>