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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.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL EXT_conservative_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>
<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_conservative_depth extension, if it is available.");
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("c", null, 2);
var ext;
function runShaderTests(extensionEnabled) {
debug("");
debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled"));
const macro = `#version 300 es
precision mediump float;
out vec4 my_FragColor;
void main() {
#ifdef GL_EXT_conservative_depth
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
#else
#error no GL_EXT_conservative_depth;
#endif
}`;
const missingExtension = `#version 300 es
precision mediump float;
out vec4 my_FragColor;
layout (depth_any) out float gl_FragDepth;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragDepth = 1.0;
}`;
const valid = `#version 300 es
#extension GL_EXT_conservative_depth : enable
precision mediump float;
out vec4 my_FragColor;
layout (depth_any) out float gl_FragDepth;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragDepth = 1.0;
}`;
const invalid = `#version 300 es
#extension GL_EXT_conservative_depth : enable
precision mediump float;
out vec4 my_FragColor;
layout (depth_unchanged) out float gl_FragDepth;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragDepth = 1.0;
}`;
// Always expect the shader missing the #extension pragma to fail (whether enabled or not)
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, missingExtension])) {
testFailed("Depth layout qualifier allowed without #extension pragma");
} else {
testPassed("Depth layout qualifier disallowed without #extension pragma");
}
// Expect the macro shader to succeed ONLY if enabled
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, macro])) {
if (extensionEnabled) {
testPassed("Macro defined in shaders when extension is enabled");
} else {
testFailed("Macro defined in shaders when extension is disabled");
}
} else {
if (extensionEnabled) {
testFailed("Macro not defined in shaders when extension is enabled");
} else {
testPassed("Macro not defined in shaders when extension is disabled");
}
}
// Try to compile a shader using a layout qualifier that should only succeed if enabled
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, valid])) {
if (extensionEnabled) {
testPassed("Depth layout qualifier compiled successfully when extension enabled");
} else {
testFailed("Depth layout qualifier compiled successfully when extension disabled");
}
} else {
if (extensionEnabled) {
testFailed("Depth layout qualifier failed to compile when extension enabled");
} else {
testPassed("Depth layout qualifier failed to compile when extension disabled");
}
}
// Try to compile a shader using a disallowed layout qualifier
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, invalid])) {
testFailed("Unsupported depth layout qualifier compiled successfully");
} else {
testPassed("Unsupported depth layout qualifier failed to compile");
}
}
function runTest() {
if (!gl) {
testFailed("WebGL context does not exist");
return;
}
testPassed("WebGL context exists");
runShaderTests(false);
ext = gl.getExtension("EXT_conservative_depth");
wtu.runExtensionSupportedTest(gl, "EXT_conservative_depth", ext !== null);
if (!ext) {
testPassed("No EXT_conservative_depth support -- this is legal");
} else {
testPassed("Successfully enabled EXT_conservative_depth extension");
runShaderTests(true);
}
}
runTest();
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>