Source code

Revision control

Copy as Markdown

Other Tools

/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES Utilities
* ------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
'use strict';
goog.provide('functional.gles3.es3fFragDepthTests');
goog.require('framework.common.tcuImageCompare');
goog.require('framework.common.tcuRGBA');
goog.require('framework.common.tcuSurface');
goog.require('framework.common.tcuTestCase');
goog.require('framework.delibs.debase.deMath');
goog.require('framework.delibs.debase.deRandom');
goog.require('framework.delibs.debase.deString');
goog.require('framework.opengl.gluShaderProgram');
goog.require('framework.opengl.gluDrawUtil');
goog.require('modules.shared.glsShaderRenderCase');
goog.scope(function() {
var es3fFragDepthTests = functional.gles3.es3fFragDepthTests;
var deMath = framework.delibs.debase.deMath;
var deRandom = framework.delibs.debase.deRandom;
var deString = framework.delibs.debase.deString;
var glsShaderRenderCase = modules.shared.glsShaderRenderCase;
var gluShaderProgram = framework.opengl.gluShaderProgram;
var gluDrawUtil = framework.opengl.gluDrawUtil;
var tcuImageCompare = framework.common.tcuImageCompare;
var tcuRGBA = framework.common.tcuRGBA;
var tcuSurface = framework.common.tcuSurface;
var tcuTestCase = framework.common.tcuTestCase;
/** @typedef {function(Array<number>):number} */ es3fFragDepthTests.EvalFragDepthFunc;
/** @const {string} */ es3fFragDepthTests.s_vertexShaderSrc = '' +
'#version 300 es\n' +
'in highp vec4 a_position;\n' +
'in highp vec2 a_coord;\n' +
'out highp vec2 v_coord;\n' +
'void main (void)\n' +
'{\n' +
' gl_Position = a_position;\n' +
' v_coord = a_coord;\n' +
'}\n';
/** @const {string} */ es3fFragDepthTests.s_defaultFragmentShaderSrc = '' +
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
'}\n';
/**
* @param {number} func
* @param {*} a
* @param {*} b
* @return {boolean}
*/
es3fFragDepthTests.compare = function(func, a, b) {
switch (func) {
case gl.NEVER: return false;
case gl.ALWAYS: return true;
case gl.LESS: return a < b;
case gl.LEQUAL: return a <= b;
case gl.EQUAL: return a === b;
case gl.NOTEQUAL: return a !== b;
case gl.GEQUAL: return a >= b;
case gl.GREATER: return a > b;
}
bufferedLogToConsole('Compare function not supported.');
return false;
};
/**
* @constructor
* @extends {tcuTestCase.DeqpTest}
* @param {string} name
* @param {string} desc
* @param {string} fragSrc
* @param {?es3fFragDepthTests.EvalFragDepthFunc} evalFunc
* @param {number} compareFunc
*/
es3fFragDepthTests.FragDepthCompareCase = function(name, desc, fragSrc, evalFunc, compareFunc) {
tcuTestCase.DeqpTest.call(this, name, desc);
/** @type {string} */ this.m_fragSrc = fragSrc;
/** @type {?es3fFragDepthTests.EvalFragDepthFunc} */ this.m_evalFunc = evalFunc;
/** @type {number} */ this.m_compareFunc = compareFunc;
};
es3fFragDepthTests.FragDepthCompareCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
es3fFragDepthTests.FragDepthCompareCase.prototype.constructor = es3fFragDepthTests.FragDepthCompareCase;
/**
* @return {tcuTestCase.IterateResult}
*/
es3fFragDepthTests.FragDepthCompareCase.prototype.iterate = function() {
/** @type {deRandom.Random} */ var rnd = new deRandom.Random(deString.deStringHash(this.name));
/** @type {number} */ var viewportW = Math.min(128, gl.drawingBufferWidth);
/** @type {number} */ var viewportH = Math.min(128, gl.drawingBufferHeight);
/** @type {number} */ var viewportX = rnd.getInt(0, gl.drawingBufferWidth - viewportW);
/** @type {number} */ var viewportY = rnd.getInt(0, gl.drawingBufferHeight - viewportH);
/** @type {tcuSurface.Surface} */ var renderedFrame = new tcuSurface.Surface(viewportW, viewportH);
/** @type {tcuSurface.Surface} */ var referenceFrame = new tcuSurface.Surface(viewportW, viewportH);
/** @type {number} */ var constDepth = 0.1;
var depthBits = /** @type {number} */ (gl.getParameter(gl.DEPTH_BITS));
/** @type {number} */ var xf;
/** @type {number} */ var d;
/** @type {boolean} */ var dpass;
if (depthBits == 0)
throw new Error('Depth buffer is required');
gl.depthMask(true);
gl.viewport(viewportX, viewportY, viewportW, viewportH);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
/** @type {Array<number>} */ var quadIndices = [0, 1, 2, 2, 1, 3];
// Fill viewport with 2 quads - one with constant depth and another with d = [-1..1]
/** @type {gluShaderProgram.ShaderProgram} */
var basicQuadProgram = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(es3fFragDepthTests.s_vertexShaderSrc, es3fFragDepthTests.s_defaultFragmentShaderSrc));
if (!basicQuadProgram.isOk()) {
bufferedLogToConsole(basicQuadProgram.getProgramInfo().infoLog);
throw new Error('Compile failed');
}
/** @type {Array<number>} */ var constDepthCoord = [
-1.0, -1.0, constDepth, 1.0,
-1.0, 1.0, constDepth, 1.0,
0.0, -1.0, constDepth, 1.0,
0.0, 1.0, constDepth, 1.0
];
/** @type {Array<number>} */ var varyingDepthCoord = [
0.0, -1.0, 1.0, 1.0,
0.0, 1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0
];
gl.useProgram(basicQuadProgram.getProgram());
gl.uniform4f(gl.getUniformLocation(basicQuadProgram.getProgram(), 'u_color'), 0.0, 0.0, 1.0, 1.0);
gl.depthFunc(gl.ALWAYS);
/** @type {gluDrawUtil.VertexArrayBinding} */ var posBinding = gluDrawUtil.newFloatVertexArrayBinding('a_position', 4, 4, 0, constDepthCoord);
gluDrawUtil.draw(gl, basicQuadProgram.getProgram(), [posBinding], gluDrawUtil.triangles(quadIndices));
posBinding = gluDrawUtil.newFloatVertexArrayBinding('a_position', 4, 4, 0, varyingDepthCoord);
gluDrawUtil.draw(gl, basicQuadProgram.getProgram(), [posBinding], gluDrawUtil.triangles(quadIndices));
// Render with depth test.
/** @type {gluShaderProgram.ShaderProgram} */
var program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(es3fFragDepthTests.s_vertexShaderSrc, this.m_fragSrc));
bufferedLogToConsole(program.getProgramInfo().infoLog);
if (!program.isOk())
throw new Error('Compile failed');
/** @type {Array<number>} */ var coord = [
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
];
/** @type {Array<number>} */ var position = [
-1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0
];
gl.useProgram(program.getProgram());
gl.depthFunc(this.m_compareFunc);
gl.uniform4f(gl.getUniformLocation(program.getProgram(), 'u_color'), 0.0, 1.0, 0.0, 1.0);
// Setup default helper uniforms.
glsShaderRenderCase.setupDefaultUniforms(program.getProgram());
/** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = [
gluDrawUtil.newFloatVertexArrayBinding('a_position', 4, 4, 0, position),
gluDrawUtil.newFloatVertexArrayBinding('a_coord', 2, 4, 0, coord)
];
gluDrawUtil.draw(gl, program.getProgram(), vertexArrays, gluDrawUtil.triangles(quadIndices));
renderedFrame.readViewport(gl, [viewportX, viewportY, viewportW, viewportH]);
// Render reference.
for (var y = 0; y < referenceFrame.getHeight(); y++) {
/** @type {number} */ var yf = (y + 0.5) / referenceFrame.getHeight();
/** @type {number} */ var half = deMath.clamp(Math.floor(referenceFrame.getWidth() * 0.5 + 0.5), 0, referenceFrame.getWidth());
// Fill left half - comparison to constant 0.5
for (var x = 0; x < half; x++) {
xf = (x + 0.5) / referenceFrame.getWidth();
d = this.m_evalFunc([xf, yf]);
dpass = es3fFragDepthTests.compare(this.m_compareFunc, d, constDepth * 0.5 + 0.5);
referenceFrame.setPixel(x, y, dpass ? tcuRGBA.RGBA.green.toIVec() : tcuRGBA.RGBA.blue.toIVec());
}
// Fill right half - comparison to interpolated depth
for (var x = half; x < referenceFrame.getWidth(); x++) {
xf = (x + 0.5) / referenceFrame.getWidth();
/** @type {number} */ var xh = (x - half + 0.5) / (referenceFrame.getWidth() - half);
/** @type {number} */ var rd = 1.0 - (xh + yf) * 0.5;
d = this.m_evalFunc([xf, yf]);
dpass = es3fFragDepthTests.compare(this.m_compareFunc, d, rd);
referenceFrame.setPixel(x, y, dpass ? tcuRGBA.RGBA.green.toIVec() : tcuRGBA.RGBA.blue.toIVec());
}
}
/** @type {boolean} */ var isOk = tcuImageCompare.fuzzyCompare('Result', 'Image comparison result', referenceFrame.getAccess(), renderedFrame.getAccess(), 0.05);
if (!isOk)
testFailedOptions('Fail', false);
else
testPassedOptions('Pass', true);
return tcuTestCase.IterateResult.STOP;
};
/**
* @constructor
* @extends {tcuTestCase.DeqpTest}
* @param {string} name
* @param {string} desc
* @param {string} fragSrc
* @param {es3fFragDepthTests.EvalFragDepthFunc} evalFunc
*/
es3fFragDepthTests.FragDepthWriteCase = function(name, desc, fragSrc, evalFunc) {
tcuTestCase.DeqpTest.call(this, name, desc);
/** @type {string} */ this.m_fragSrc = fragSrc;
/** @type {es3fFragDepthTests.EvalFragDepthFunc} */ this.m_evalFunc = evalFunc;
};
es3fFragDepthTests.FragDepthWriteCase.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
es3fFragDepthTests.FragDepthWriteCase.prototype.constructor = es3fFragDepthTests.FragDepthWriteCase;
/**
* @return {tcuTestCase.IterateResult}
*/
es3fFragDepthTests.FragDepthWriteCase.prototype.iterate = function() {
/** @type {deRandom.Random} */ var rnd = new deRandom.Random(deString.deStringHash(this.name));
/** @type {number} */ var viewportW = Math.min(128, gl.drawingBufferWidth);
/** @type {number} */ var viewportH = Math.min(128, gl.drawingBufferHeight);
/** @type {number} */ var viewportX = rnd.getInt(0, gl.drawingBufferWidth - viewportW);
/** @type {number} */ var viewportY = rnd.getInt(0, gl.drawingBufferHeight - viewportH);
/** @type {tcuSurface.Surface} */ var renderedFrame = new tcuSurface.Surface(viewportW, viewportH);
/** @type {tcuSurface.Surface} */ var referenceFrame = new tcuSurface.Surface(viewportW, viewportH);
/** @type {number} */ var numDepthSteps = 16;
/** @type {number} */ var depthStep = 1.0 / (numDepthSteps - 1);
var depthBits = /** @type {number} */ (gl.getParameter(gl.DEPTH_BITS));
if (depthBits === 0)
throw new Error('Depth buffer is required');
gl.depthMask(true);
gl.viewport(viewportX, viewportY, viewportW, viewportH);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LESS);
/** @type {Array<number>} */ var quadIndices = [0, 1, 2, 2, 1, 3];
// Render with given shader.
/** @type {gluShaderProgram.ShaderProgram} */
var program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(es3fFragDepthTests.s_vertexShaderSrc, this.m_fragSrc));
bufferedLogToConsole(program.getProgramInfo().infoLog);
if (!program.isOk())
throw new Error('Compile failed');
/** @type {Array<number>} */ var coord = [
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
];
/** @type {Array<number>} */ var position = [
-1.0, -1.0, +1.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0
];
gl.useProgram(program.getProgram());
gl.uniform4f(gl.getUniformLocation(program.getProgram(), 'u_color'), 0.0, 1.0, 0.0, 1.0);
// Setup default helper uniforms.
glsShaderRenderCase.setupDefaultUniforms(program.getProgram());
/** @type {Array<gluDrawUtil.VertexArrayBinding>} */ var vertexArrays = [
gluDrawUtil.newFloatVertexArrayBinding('a_position', 4, 4, 0, position),
gluDrawUtil.newFloatVertexArrayBinding('a_coord', 2, 4, 0, coord)
];
gluDrawUtil.draw(gl, program.getProgram(), vertexArrays, gluDrawUtil.triangles(quadIndices));
// Visualize by rendering full-screen quads with increasing depth and color.
program = new gluShaderProgram.ShaderProgram(gl, gluShaderProgram.makeVtxFragSources(es3fFragDepthTests.s_vertexShaderSrc, es3fFragDepthTests.s_defaultFragmentShaderSrc));
if (!program.isOk()) {
bufferedLogToConsole(program.getProgramInfo().infoLog);
throw new Error('Compile failed');
}
/** @type {WebGLUniformLocation} */ var colorLoc = gl.getUniformLocation(program.getProgram(), 'u_color');
gl.useProgram(program.getProgram());
gl.depthMask(false);
for (var stepNdx = 0; stepNdx < numDepthSteps; stepNdx++) {
/** @type {number} */ var f = stepNdx * depthStep;
/** @type {number} */ var depth = f * 2.0 - 1.0;
/** @type {Array<number>} */ var color = [f, f, f, 1.0];
position = [
-1.0, -1.0, depth, 1.0,
-1.0, 1.0, depth, 1.0,
1.0, -1.0, depth, 1.0,
1.0, 1.0, depth, 1.0
];
/** @type {gluDrawUtil.VertexArrayBinding} */
var posBinding = gluDrawUtil.newFloatVertexArrayBinding('a_position', 4, 4, 0, position);
gl.uniform4fv(colorLoc, color);
gluDrawUtil.draw(gl, program.getProgram(), [posBinding], gluDrawUtil.triangles(quadIndices));
}
renderedFrame.readViewport(gl, [viewportX, viewportY, viewportW, viewportH]);
// Render reference.
for (var y = 0; y < referenceFrame.getHeight(); y++)
for (var x = 0; x < referenceFrame.getWidth(); x++) {
/** @type {number} */ var xf = (x + 0.5) / referenceFrame.getWidth();
/** @type {number} */ var yf = (y + 0.5) / referenceFrame.getHeight();
/** @type {number} */ var d = this.m_evalFunc([xf, yf]);
/** @type {number} */ var step = Math.floor(d / depthStep);
/** @type {number} */ var col = deMath.clamp(Math.floor(step * depthStep * 255.0), 0, 255);
referenceFrame.setPixel(x, y, [col, col, col, 0xff]);
}
/** @type {boolean} */ var isOk = tcuImageCompare.fuzzyCompare('Result', 'Image comparison result', referenceFrame.getAccess(), renderedFrame.getAccess(), 0.05);
if (!isOk)
testFailedOptions('Fail', false);
else
testPassedOptions('Pass', true);
return tcuTestCase.IterateResult.STOP;
};
/**
* @constructor
* @extends {tcuTestCase.DeqpTest}
*/
es3fFragDepthTests.FragDepthTests = function() {
tcuTestCase.DeqpTest.call(this, 'fragdepth', 'gl_FragDepth tests');
};
es3fFragDepthTests.FragDepthTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
es3fFragDepthTests.FragDepthTests.prototype.constructor = es3fFragDepthTests.FragDepthTests;
/**
* @param {Array<number>} coord
* @return {number}
*/
es3fFragDepthTests.evalConstDepth = function(coord) {
return 0.5;
};
/**
* @param {Array<number>} coord
* @return {number}
*/
es3fFragDepthTests.evalDynamicDepth = function(coord) {
return (coord[0] + coord[1]) * 0.5;
};
/**
* @param {Array<number>} coord
* @return {number}
*/
es3fFragDepthTests.evalNoWrite = function(coord) {
return 1.0 - (coord[0] + coord[1]) * 0.5;
};
/**
* @param {Array<number>} coord
* @return {number}
*/
es3fFragDepthTests.evalDynamicConditionalDepth = function(coord) {
/** @type {number} */ var d = (coord[0] + coord[1]) * 0.5;
if (coord[1] < 0.5)
return d;
else
return 1.0 - d;
};
es3fFragDepthTests.FragDepthTests.prototype.init = function() {
/**
* @struct
* @constructor
* @param {string} name
* @param {string} desc
* @param {es3fFragDepthTests.EvalFragDepthFunc} evalFunc
* @param {string} fragSrc
*/
var Case = function(name, desc, evalFunc, fragSrc) {
/** @type {string} */ this.name = name;
/** @type {string} */ this.desc = desc;
/** @type {es3fFragDepthTests.EvalFragDepthFunc} */ this.evalFunc = evalFunc;
/** @type {string} */ this.fragSrc = fragSrc;
};
/** @type {Array<Case>} */ var cases = [
new Case('no_write', 'No gl_FragDepth write', es3fFragDepthTests.evalNoWrite,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
'}\n'
),
new Case('const', 'Const depth write', es3fFragDepthTests.evalConstDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' gl_FragDepth = 0.5;\n' +
'}\n'
),
new Case('uniform', 'Uniform depth write', es3fFragDepthTests.evalConstDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'uniform highp float uf_half;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' gl_FragDepth = uf_half;\n' +
'}\n'
),
new Case('dynamic', 'Dynamic depth write', es3fFragDepthTests.evalDynamicDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'in highp vec2 v_coord;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' gl_FragDepth = (v_coord.x+v_coord.y)*0.5;\n' +
'}\n'
),
new Case('fragcoord_z', 'gl_FragDepth write from gl_FragCoord.z', es3fFragDepthTests.evalNoWrite,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' gl_FragDepth = gl_FragCoord.z;\n' +
'}\n'
),
new Case('uniform_conditional_write', 'Uniform conditional write', es3fFragDepthTests.evalDynamicDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'uniform bool ub_true;\n' +
'in highp vec2 v_coord;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' if (ub_true)\n' +
' gl_FragDepth = (v_coord.x+v_coord.y)*0.5;\n' +
'}\n'
),
new Case('dynamic_conditional_write', 'Uniform conditional write', es3fFragDepthTests.evalDynamicConditionalDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'uniform bool ub_true;\n' +
'in highp vec2 v_coord;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' mediump float d = (v_coord.x+v_coord.y)*0.5f;\n' +
' if (v_coord.y < 0.5)\n' +
' gl_FragDepth = d;\n' +
' else\n' +
' gl_FragDepth = 1.0 - d;\n' +
'}\n'
),
new Case('uniform_loop_write', 'Uniform loop write', es3fFragDepthTests.evalConstDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'uniform int ui_two;\n' +
'uniform highp float uf_fourth;\n' +
'in highp vec2 v_coord;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' gl_FragDepth = 0.0;\n' +
' for (int i = 0; i < ui_two; i++)\n' +
' gl_FragDepth += uf_fourth;\n' +
'}\n'
),
new Case('write_in_function', 'Uniform loop write', es3fFragDepthTests.evalDynamicDepth,
'#version 300 es\n' +
'uniform highp vec4 u_color;\n' +
'uniform highp float uf_half;\n' +
'in highp vec2 v_coord;\n' +
'layout(location = 0) out mediump vec4 o_color;\n' +
'void myfunc (highp vec2 coord)\n' +
'{\n' +
' gl_FragDepth = (coord.x+coord.y)*0.5;\n' +
'}\n' +
'void main (void)\n' +
'{\n' +
' o_color = u_color;\n' +
' myfunc(v_coord);\n' +
'}\n'
)
];
var testGroup = tcuTestCase.runner.testCases;
// .write
/** @type {tcuTestCase.DeqpTest} */ var writeGroup = tcuTestCase.newTest('write', 'gl_FragDepth write tests');
testGroup.addChild(writeGroup);
for (var ndx = 0; ndx < cases.length; ndx++)
writeGroup.addChild(new es3fFragDepthTests.FragDepthWriteCase(cases[ndx].name, cases[ndx].desc, cases[ndx].fragSrc, cases[ndx].evalFunc));
// .compare
/** @type {tcuTestCase.DeqpTest} */ var compareGroup = tcuTestCase.newTest('compare', 'gl_FragDepth used with depth comparison');
testGroup.addChild(compareGroup);
for (var ndx = 0; ndx < cases.length; ndx++)
compareGroup.addChild(new es3fFragDepthTests.FragDepthCompareCase(cases[ndx].name, cases[ndx].desc, cases[ndx].fragSrc, cases[ndx].evalFunc, gl.LESS));
};
/**
* Run test
* @param {WebGL2RenderingContext} context
*/
es3fFragDepthTests.run = function(context) {
gl = context;
//Set up Test Root parameters
var state = tcuTestCase.runner;
state.setRoot(new es3fFragDepthTests.FragDepthTests());
//Set up name and description of this test series.
setCurrentTestName(state.testCases.fullName());
description(state.testCases.getDescription());
try {
//Run test cases
tcuTestCase.runTestCases();
}
catch (err) {
testFailedOptions('Failed to es3fFragDepthTests.run tests', false);
tcuTestCase.runner.terminate();
}
};
});