/conformance-suites/1.0.0/conformance/glsl-conformance.html
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Possible License(s): BSD-3-Clause, LGPL-2.1
- <!--
- Copyright (c) 2009 The Chromium Authors. All rights reserved.
- Use of this source code is governed by a BSD-style license that can be
- found in the LICENSE file.
- -->
- <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
- "http://www.w3.org/TR/html4/loose.dtd">
- <html>
- <head>
- <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
- <title>WebGL GLSL Conformance Tests</title>
- <link rel="stylesheet" href="../resources/js-test-style.css"/>
- <script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
- <script src="../resources/js-test-pre.js"></script>
- <script src="resources/webgl-test-utils.js"></script>
- </head>
- <body>
- <div id="description"></div>
- <div id="console"></div>
- <script id="vshader" type="text/something-not-javascript">
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- }
- </script>
- <script id="fshader" type="text/something-not-javascript">
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(1.0,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithPrecision" type="text/something-not-javascript">
- void main()
- {
- gl_FragColor = mediump vec4(1.0,0.0,0.0,1.0);
- }
- </script>
- <script id="vshaderWithDefaultPrecision" type="text/something-not-javascript">
- precision mediump float;
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- }
- </script>
- <script id="fshaderWithDefaultPrecision" type="text/something-not-javascript">
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(1.0,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithOutPrecision" type="text/something-not-javascript">
- uniform vec4 color;
- void main()
- {
- gl_FragColor = color;
- }
- </script>
- <script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript">
- precision mediump float;
- uniform float gl_foo;
- void main()
- {
- gl_FragColor = vec4(gl_foo,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithGL_ESeq1" type="text/something-not-javascript">
- #if GL_ES == 1
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- #else
- foo
- #endif
- </script>
- <script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascript">
- #if defined(GL_ES)
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- #else
- foo
- #endif
- </script>
- <script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-javascript">
- #if __VERSION__ == 100
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- #else
- foo
- #endif
- </script>
- <script id="fshaderWithUndefinedPreprocessorSymbol" type="text/something-not-javascript">
- #if UNDEFINED_FOO
- // according to ES GLSL spec 3.4 undefined symbols should fail.
- #else
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- #endif
- </script>
- <script id="fshaderWithFragDepth" type="text/something-not-javascript">
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- gl_FragDepth = 1.0;
- }
- </script>
- <script id="vshaderWithClipVertex" type="text/something-not-javascript">
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- gl_ClipVertex = vPosition;
- }
- </script>
- <script id="fshaderWith__Define" type="text/something-not-javascript">
- #define __foo 1
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithGL_Define" type="text/something-not-javascript">
- #define GL_FOO 1
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithDefineLineContinuation" type="text/something-not-javascript">
- #define foo this \
- is a test
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(0.0,0.0,0.0,1.0);
- }
- </script>
- <script id="vshaderWithgl_Color" type="text/something-not-javascript">
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = gl_Color;
- }
- </script>
- <script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript">
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition * gl_ProjectionMatrix;
- }
- </script>
- <script id="vshaderWithAttributeArray" type="text/something-not-javascript">
- attribute vec4 vPosition[2];
- void main()
- {
- gl_Position = vPosition[0] + vPosition[1];
- }
- </script>
- <script id="vshaderWithwebgl_" type="text/something-not-javascript">
- attribute vec4 webgl_vPosition;
- void main()
- {
- gl_Position = webgl_vPosition;
- }
- </script>
- <script id="vshaderWith_webgl_" type="text/something-not-javascript">
- attribute vec4 _webgl_vPosition;
- void main()
- {
- gl_Position = _webgl_vPosition;
- }
- </script>
- <script id="vshaderWithImplicitVec3Cast" type="text/something-not-javascript">
- attribute vec4 vPosition;
- void main()
- {
- highp vec3 k = vec3(1, 2, 3);
- gl_Position = k;
- }
- </script>
- <script id="vshaderWithExplicitIntCast" type="text/something-not-javascript">
- attribute vec4 vPosition;
- void main()
- {
- int k = 123;
- gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, float(k));
- }
- </script>
- <script id="vshaderWithVersion130" type="text/something-not-javascript">
- #version 130
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- }
- </script>
- <script id="vshaderWithVersion120" type="text/something-not-javascript">
- #version 120
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- }
- </script>
- <script id="vshaderWithVersion100" type="text/something-not-javascript">
- #version 100
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- }
- </script>
- <script id="vshaderWithLineDirective" type="text/something-not-javascript">
- #line 123
- foo
- </script>
- <script id="vshaderWith__FILE__" type="text/something-not-javascript">
- __FILE__
- </script>
- <script id="vshaderWithIncludeDirective" type="text/something-not-javascript">
- // Sadly I can not force the current path so this could fail beacuse include.vs
- // does not exist, not because #include is disallowed.
- #include "include.vs"
- attribute vec4 vPosition;
- void main()
- {
- gl_Position = vPosition;
- }
- </script>
- <script id="fshaderWithdFdx" type="text/something-not-javascript">
- #extension GL_OES_standard_derivatives:enable
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithdFdxNoExt" type="text/something-not-javascript">
- precision mediump float;
- void main()
- {
- gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWith256CharacterIdentifier" type="text/something-not-javascript">
- precision mediump float;
- uniform float a123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345;
- void main()
- {
- gl_FragColor = vec4(a123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWith257CharacterIdentifier" type="text/something-not-javascript">
- precision mediump float;
- uniform float a1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
- void main()
- {
- gl_FragColor = vec4(a1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456,0.0,0.0,1.0);
- }
- </script>
- <script id="fshaderWithLongLine" type="text/something-not-javascript">
- precision mediump float;
- uniform float fooo;
- #if defined(someSymbolNotDefined)
- #error long
- #endif
- void main()
- {
- gl_FragColor = vec4(fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, 1.0);
- }
- </script>
- <script id="fshaderWithErrorDirective" type="text/something-not-javascript">
- #error testing123 testing123
- void main()
- {
- gl_FragColor = vec4(0,0,0,0);
- }
- </script>
- <script id="fshaderWithQuotedErrorDirective" type="text/something-not-javascript">
- #error "testing123 testing123" // will return INVALID_VALUE. See WebGL 6.18
- void main()
- {
- gl_FragColor = vec4(0,0,0,0);
- }
- </script>
- <script id="fshaderWithNonASCIIErrorDirective" type="text/something-not-javascript">
- #error これはASCIIではない // will return INVALID_VALUE. See WebGL 6.18
- void main()
- {
- gl_FragColor = vec4(0,0,0,0);
- }
- </script>
- <canvas id="canvas" width="2" height="2"> </canvas>
- <script>
- description("This test ensures WebGL implementations allow proper GLES2 shaders compile and improper ones fail.");
- debug("");
- debug("Canvas.getContext");
- var wtu = WebGLTestUtils;
- var gl = wtu.create3DContext(document.getElementById("canvas"));
- if (!gl) {
- testFailed("context does not exist");
- } else {
- testPassed("context exists");
- debug("");
- debug("Checking various GLSL programs.");
- function log(msg) {
- if (window.console && window.console.log) {
- window.console.log(msg);
- }
- }
- var shaderInfo = [
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithPrecision',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'frament shader with precision compiled and linked'
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithDefaultPrecision',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader with default precision compiled and linked'
- },
- { vShaderId: 'vshaderWithDefaultPrecision',
- vShaderSuccess: true,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'vertex shader with default precision compiled and linked'
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithOutPrecision',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader without precision should fail',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithInvalidIdentifier',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader with gl_ identifier should fail',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithGL_ESeq1',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader that expects GL_ES == 1 should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithGLSLPreprocessorSymbol',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader that uses GL_ES preprocessor symbol should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithVERSION100PreprocessorSymbol',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'fragment shader that uses __VERSION__==100 should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithUndefinedPreprocessorSymbol',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader undefined preprocessor symbol should fail (3.4)',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithFragDepth',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader that uses gl_FragDepth should fail',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithdFdx',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader that uses dFdx should fail',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithdFdxNoExt',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader that uses dFdx without #extension should fail',
- },
- { vShaderId: 'vshaderWithClipVertex',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses gl_ClipVertex should fail',
- },
- //{ vShaderId: 'vshader',
- // vShaderSuccess: true,
- // fShaderId: 'fshaderWith__Define',
- // fShaderSuccess: false,
- // linkSuccess: false,
- // passMsg: 'fragment shader that uses __ define should fail',
- //},
- //{ vShaderId: 'vshader',
- // vShaderSuccess: true,
- // fShaderId: 'fshaderWithGL_Define',
- // fShaderSuccess: false,
- // linkSuccess: false,
- // passMsg: 'fragment shader that uses GL_ define should fail',
- //},
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithDefineLineContinuation',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: 'fragment shader that uses has line continuation macro should fail',
- },
- { vShaderId: 'vshaderWithgl_Color',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses gl_Color should fail',
- },
- { vShaderId: 'vshaderWithgl_ProjectionMatrix',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses gl_ProjectionMatrix should fail',
- },
- { vShaderId: 'vshaderWithAttributeArray',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses attribute array should fail as per GLSL page 110, appendix A, section 5',
- },
- { vShaderId: 'vshaderWithwebgl_',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses _webgl identifier should fail',
- },
- { vShaderId: 'vshaderWith_webgl_',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that uses _webgl_ identifier should fail',
- },
- { vShaderId: 'vshaderWithExplicitIntCast',
- vShaderSuccess: true,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'vertex shader that explicit int to float cast should succeed',
- },
- { vShaderId: 'vshaderWithImplicitVec3Cast',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader that implicit vec3 to vec4 cast should fail',
- },
- { vShaderId: 'vshaderWithVersion130',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader uses the #version not 100 directive should fail',
- },
- { vShaderId: 'vshaderWithVersion120',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader uses the #version not 100 directive should fail',
- },
- { vShaderId: 'vshaderWithVersion100',
- vShaderSuccess: true,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'vertex shader uses the #version 100 directive should succeed',
- },
- { vShaderId: 'vshaderWithLineDirective',
- vShaderSuccess: false,
- vShaderTest: (function() { return wtu.getLastError().indexOf("124") >= 0; }),
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader uses #line directive should report correct line',
- },
- { vShaderId: 'vshaderWithIncludeDirective',
- vShaderSuccess: false,
- fShaderId: 'fshader',
- fShaderSuccess: true,
- linkSuccess: false,
- passMsg: 'vertex shader uses #include should fail',
- },
- //{ vShaderId: 'vshader',
- // vShaderSuccess: true,
- // fShaderId: 'fshaderWith257CharacterIdentifier',
- // fShaderSuccess: false,
- // linkSuccess: false,
- // passMsg: 'shader that uses 257 character identifier should fail',
- //},
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWith256CharacterIdentifier',
- fShaderSuccess: true,
- linkSuccess: true,
- passMsg: 'shader that uses 256 character identifier should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithLongLine',
- fShaderSuccess: true,
- fShaderPrep: function(str) {
- function expand(str, re, replacement, count) {
- for (var ii = 0; ii < count; ++ii) {
- str = str.replace(re, replacement);
- }
- return str;
- }
- str = expand(str, new RegExp(" ", 'g'), " ", 12);
- str = expand(str, new RegExp("0", 'g'), "00", 8);
- str = expand(str, new RegExp("fooo", 'g'), "fooofooo", 6);
- str = expand(str, new RegExp("long", 'g'), "longlong", 6);
- //debug("len:" + str.length);
- //debug(str);
- return str;
- },
- linkSuccess: true,
- passMsg: 'shader that uses long lines should succeed',
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithErrorDirective',
- fShaderSuccess: false,
- fShaderTest: (function() {
- return wtu.getLastError().indexOf("testing123 testing123") >= 0; }),
- linkSuccess: false,
- passMsg: "error directive returns error user's error message",
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithQuotedErrorDirective',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: "error directive using quotes fails",
- },
- { vShaderId: 'vshader',
- vShaderSuccess: true,
- fShaderId: 'fshaderWithNonASCIIErrorDirective',
- fShaderSuccess: false,
- linkSuccess: false,
- passMsg: "error directive using characters outside of allowed set fails",
- }
- ];
- // Read in all the shader source.
- for (var ii = 0; ii < shaderInfo.length; ++ii) {
- var si = shaderInfo[ii];
- si.vShaderSource = document.getElementById(si.vShaderId).text;
- si.fShaderSource = document.getElementById(si.fShaderId).text;
- }
- // Add more tests from external file
- var simpleVertShader = document.getElementById('vshader').text;
- var simpleFragShader = document.getElementById('fshader').text;
- function addExternalShaders(filename, passMsg) {
- var files = wtu.readFileList(filename);
- for (var ii = 0; ii < files.length; ++ii) {
- var file = files[ii];
- var shaderSource = wtu.readFile(file);
- var firstLine = shaderSource.split("\n")[0];
- var success = undefined;
- if (wtu.endsWith(firstLine, " fail") ||
- wtu.endsWith(firstLine, " fail.")) {
- success = false;
- } else if (wtu.endsWith(firstLine, " succeed") ||
- wtu.endsWith(firstLine, " succeed.")) {
- success = true;
- }
- if (success === undefined) {
- testFailed("bad first line in " + file);
- continue;
- }
- if (!wtu.startsWith(firstLine, "// ")) {
- testFailed("bad first line in " + file);
- continue;
- }
- var passMsg = firstLine.substr(3);
- if (wtu.endsWith(file, ".vert")) {
- shaderInfo.push({
- vShaderId: file,
- vShaderSource: shaderSource,
- vShaderSuccess: success,
- fShaderId: 'fshader',
- fShaderSource: simpleFragShader,
- fShaderSuccess: true,
- linkSuccess: success,
- passMsg: passMsg,
- });
- } else if (wtu.endsWith(file, ".frag")) {
- shaderInfo.push({
- vShaderId: 'vshader',
- vShaderSource: simpleVertShader,
- vShaderSuccess: true,
- fShaderId: file,
- fShaderSource: shaderSource,
- fShaderSuccess: success,
- linkSuccess: success,
- passMsg: passMsg,
- });
- }
- }
- }
- addExternalShaders('shaders/00_shaders.txt');
- for (var ii = 0; ii < shaderInfo.length; ++ii) {
- var info = shaderInfo[ii];
- var passMsg = '[' + info.vShaderId + '/' + info.fShaderId + ']: ' +
- info.passMsg
- log(passMsg);
- //debug(info.fShaderId);
- var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) :
- info.vShaderSource;
- var vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER);
- if (info.vShaderTest) {
- if (!info.vShaderTest(vShader)) {
- testFailed(passMsg);
- continue;
- }
- }
- if ((vShader != null) != info.vShaderSuccess) {
- testFailed(passMsg);
- continue;
- }
- var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) :
- info.fShaderSource;
- var fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER);
- if (info.fShaderTest) {
- if (!info.fShaderTest(fShader)) {
- testFailed(passMsg);
- continue;
- }
- }
- //debug(fShader == null ? "fail" : "succeed");
- if ((fShader != null) != info.fShaderSuccess) {
- testFailed(passMsg);
- continue;
- }
- if (vShader && fShader) {
- var program = gl.createProgram();
- gl.attachShader(program, vShader);
- gl.attachShader(program, fShader);
- gl.linkProgram(program);
- var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
- if (!linked) {
- var error = gl.getProgramInfoLog(program);
- log("*** Error linking program '"+program+"':"+error);
- }
- if (linked != info.linkSuccess) {
- testFailed(passMsg);
- continue;
- }
- } else {
- if (info.linkSuccess) {
- testFailed(passMsg);
- continue;
- }
- }
- testPassed(passMsg);
- }
- }
- debug("");
- successfullyParsed = true;
- </script>
- <script src="../resources/js-test-post.js"></script>
- <script>
- </script>
- </body>
- </html>