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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 EXT_shader_texture_lod Conformance Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/desktop-gl-constants.js"></script>
+<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: 256px; height: 256px;"> </canvas>
+<canvas id="canvas2" style="width: 256px; height: 256px;"> </canvas>
+<div id="console"></div>
+<!-- Shaders for testing texture LOD functions -->
+
+<!-- Shader omitting the required #extension pragma -->
+<script id="missingPragmaFragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec2 texCoord0v;
+uniform float lod;
+uniform sampler2D tex;
+void main() {
+ vec4 color = texture2DLodEXT(tex, texCoord0v, lod);
+ gl_FragColor = color;
+}
+</script>
+
+<!-- Shader to test macro definition -->
+<script id="macroFragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+void main() {
+#ifdef GL_EXT_shader_texture_lod
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+#else
+ // Error expected
+ #error no GL_EXT_shader_texture_lod;
+#endif
+}
+</script>
+
+<!-- Shader with required #extension pragma -->
+<script id="testFragmentShader" type="x-shader/x-fragment">
+#extension GL_EXT_shader_texture_lod : enable
+precision mediump float;
+varying vec2 texCoord0v;
+uniform float lod;
+uniform sampler2D tex;
+void main() {
+ vec4 color = texture2DLodEXT(tex, texCoord0v, lod);
+ gl_FragColor = color;
+}
+</script>
+
+<!-- Shaders to link with test fragment shaders -->
+<script id="goodVertexShader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+attribute vec2 texCoord0;
+varying vec2 texCoord0v;
+void main() {
+ texCoord0v = texCoord0;
+ gl_Position = vPosition;
+}
+</script>
+
+<!-- Shaders to test output -->
+<script id="outputVertexShader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+attribute vec2 texCoord0;
+varying vec2 texCoord0v;
+void main() {
+ texCoord0v = texCoord0;
+ gl_Position = vPosition;
+}
+</script>
+<script id="outputFragmentShader" type="x-shader/x-fragment">
+#extension GL_EXT_shader_texture_lod : require
+precision mediump float;
+varying vec2 texCoord0v;
+uniform float lod;
+uniform sampler2D tex;
+void main() {
+ vec4 color = texture2DLodEXT(tex, texCoord0v, lod);
+ gl_FragColor = color;
+}
+</script>
+
+<script>
+description("This test verifies the functionality of the EXT_shader_texture_lod extension, if it is available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+var ext = null;
+
+// Run all tests once.
+runAllTests();
+
+// Run all tests against with a new context to test for any cache issues.
+debug("");
+debug("Testing new context to catch cache errors");
+var canvas2 = document.getElementById("canvas2");
+gl = wtu.create3DContext(canvas2);
+ext = null;
+runAllTests();
+
+function runAllTests() {
+ if (!gl) {
+ testFailed("WebGL context does not exist");
+ } else {
+ testPassed("WebGL context exists");
+
+ // Run tests with extension disabled
+ runShaderTests(false);
+
+ // Query the extension and store globally so shouldBe can access it
+ ext = gl.getExtension("EXT_shader_texture_lod");
+ if (!ext) {
+ testPassed("No EXT_shader_texture_lod support -- this is legal");
+
+ runSupportedTest(false);
+ } else {
+ testPassed("Successfully enabled EXT_shader_texture_lod extension");
+
+ runSupportedTest(true);
+
+ runShaderTests(true);
+ runOutputTests();
+ runUniqueObjectTest();
+ runReferenceCycleTest();
+
+ // Run deferred link tests.
+ runDeferredLinkTests();
+ }
+ }
+
+}
+
+function runSupportedTest(extensionEnabled) {
+ var supported = gl.getSupportedExtensions();
+ if (supported.indexOf("EXT_shader_texture_lod") >= 0) {
+ if (extensionEnabled) {
+ testPassed("EXT_shader_texture_lod listed as supported and getExtension succeeded");
+ } else {
+ testFailed("EXT_shader_texture_lod listed as supported but getExtension failed");
+ }
+ } else {
+ if (extensionEnabled) {
+ testFailed("EXT_shader_texture_lod not listed as supported but getExtension succeeded");
+ } else {
+ testPassed("EXT_shader_texture_lod not listed as supported and getExtension failed -- this is legal");
+ }
+ }
+}
+
+function runShaderTests(extensionEnabled) {
+ debug("");
+ debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled"));
+
+ // Expect the macro shader to succeed ONLY if enabled
+ var macroFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "macroFragmentShader");
+ if (extensionEnabled) {
+ if (macroFragmentProgram) {
+ // Expected result
+ testPassed("GL_EXT_shader_texture_lod defined in shaders when extension is enabled");
+ } else {
+ testFailed("GL_EXT_shader_texture_lod not defined in shaders when extension is enabled");
+ }
+ } else {
+ if (macroFragmentProgram) {
+ testFailed("GL_EXT_shader_texture_lod defined in shaders when extension is disabled");
+ } else {
+ testPassed("GL_EXT_shader_texture_lod not defined in shaders when extension disabled");
+ }
+ }
+
+ // Always expect the shader missing the #pragma to fail (whether enabled or not)
+ var missingPragmaFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "missingPragmaFragmentShader");
+ if (missingPragmaFragmentProgram) {
+ testFailed("Shader built-ins allowed without #extension pragma");
+ } else {
+ testPassed("Shader built-ins disallowed without #extension pragma");
+ }
+
+ // Try to compile a shader using the built-ins that should only succeed if enabled
+ var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "goodVertexShader", "testFragmentShader");
+ if (extensionEnabled) {
+ if (testFragmentProgram) {
+ testPassed("Shader built-ins compiled successfully when extension enabled");
+ } else {
+ testFailed("Shader built-ins failed to compile when extension enabled");
+ }
+ } else {
+ if (testFragmentProgram) {
+ testFailed("Shader built-ins compiled successfully when extension disabled");
+ } else {
+ testPassed("Shader built-ins failed to compile when extension disabled");
+ }
+ }
+}
+
+function runOutputTests() {
+ debug("");
+ debug("Testing various draws for valid built-in function behavior");
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['vPosition', 'texCoord0'], [0, 1]);
+ var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
+
+ var colors = [
+ {name: 'red', color:[255, 0, 0, 255]},
+ {name: 'green', color:[0, 255, 0, 255]},
+ {name: 'blue', color:[0, 0, 255, 255]},
+ {name: 'yellow', color:[255, 255, 0, 255]},
+ {name: 'magenta', color:[255, 0, 255, 255]},
+ {name: 'cyan', color:[0, 255, 255, 255]},
+ {name: 'pink', color:[255, 128, 128, 255]},
+ {name: 'gray', color:[128, 128, 128, 255]},
+ {name: 'light green', color:[128, 255, 128, 255]},
+ ];
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
+
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var color = colors[ii];
+ var size = Math.pow(2, colors.length - ii - 1);
+ wtu.fillTexture(gl, tex, size, size, color.color, ii);
+ }
+
+ var loc = gl.getUniformLocation(program, "lod");
+
+ for (var ii = 0; ii < colors.length; ++ii) {
+ gl.uniform1f(loc, ii);
+ var color = colors[ii];
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvas(
+ gl, color.color,
+ "256x256 texture drawn to 256x256 dest with lod = " + ii +
+ " should be " + color.name);
+ }
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+function runUniqueObjectTest()
+{
+ debug("");
+ debug("Testing that getExtension() returns the same object each time");
+ ext = null;
+ gl.getExtension("EXT_shader_texture_lod").myProperty = 2;
+ webglHarnessCollectGarbage();
+ shouldBe('gl.getExtension("EXT_shader_texture_lod").myProperty', '2');
+}
+
+function runReferenceCycleTest()
+{
+ // create some reference cycles. The goal is to see if they cause leaks. The point is that
+ // some browser test runners have instrumentation to detect leaked refcounted objects.
+ debug("");
+ debug("Testing reference cycles between context and extension objects");
+ var ext = gl.getExtension("EXT_shader_texture_lod");
+
+ // create cycle between extension and context, since the context has to hold a reference to the extension
+ ext.context = gl;
+
+ // create a self-cycle on the extension object
+ ext.ext = ext;
+}
+
+function runDeferredLinkTests() {
+ debug("");
+ debug("Testing deferred shader compilation tests.");
+
+ // Test for compilation failures that are caused by missing extensions
+ // do not succeed if extensions are enabled during linking. This would
+ // only happen for deferred shader compilations.
+
+ // First test if link succeeds with extension enabled.
+ var glEnabled = wtu.create3DContext();
+ var extEnabled = glEnabled.getExtension("EXT_shader_texture_lod");
+ if (!extEnabled) {
+ testFailed("Deferred link test expects the extension to be supported");
+ }
+
+ var vertexShader = wtu.loadShaderFromScript(glEnabled, "goodVertexShader");
+ var fragmentShader = wtu.loadShaderFromScript(glEnabled, "macroFragmentShader");
+
+ if (!vertexShader || !fragmentShader) {
+ testFailed("Could not create good shaders.");
+ return;
+ }
+
+ var program = wtu.setupProgram(glEnabled, [vertexShader, fragmentShader]);
+
+ if (!program) {
+ testFailed("Compilation with extension enabled failed.");
+ return;
+ }
+
+ // Create new context to test link failure without extension enabled.
+ var glDeferred = wtu.create3DContext();
+
+ var vertexShader = wtu.loadShaderFromScript(glDeferred, "goodVertexShader", glDeferred.VERTEX_SHADER, undefined, undefined, true);
+ var fragmentShader = wtu.loadShaderFromScript(glDeferred, "macroFragmentShader", glDeferred.FRAGMENT_SHADER, undefined, undefined, true);
+
+ if (vertexShader == null || fragmentShader == null) {
+ testFailed("Could not create shaders.");
+ return;
+ }
+
+ // Shader compilations should have failed due to extensions not enabled.
+ glDeferred.getExtension("EXT_shader_texture_lod");
+ var program = wtu.setupProgram(glDeferred, [vertexShader, fragmentShader]);
+ if (program) {
+ testFailed("Compilation with extension disabled then linking with extension enabled should have failed.");
+ return;
+ }
+
+ testPassed("Compilation with extension disabled then linking with extension enabled.");
+}
+
+debug("");
+successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>