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frag-depth.html (4659B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>WebGL Frag Depth Conformance Tests</title>
     12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     13 <script src="../../js/js-test-pre.js"></script>
     14 <script src="../../js/webgl-test-utils.js"></script>
     15 </head>
     16 <body>
     17 <div id="description"></div>
     18 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
     19 <div id="console"></div>
     20 <!-- Shaders for testing fragment depth writing -->
     21 
     22 <!-- Shader omitting the required #version -->
     23 <script id="fragmentShaderESSL1" type="x-shader/x-fragment">
     24 precision mediump float;
     25 void main() {
     26    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
     27    gl_FragDepth = 1.0;
     28 }
     29 </script>
     30 <!-- Shader with required #version -->
     31 <script id="fragmentShaderESSL3" type="x-shader/x-fragment">#version 300 es
     32 precision mediump float;
     33 out vec4 my_FragColor;
     34 void main() {
     35    my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
     36    gl_FragDepth = 1.0;
     37 }
     38 </script>
     39 <!-- Shader using the EXT suffix -->
     40 <script id="fragmentShaderESSL3EXT" type="x-shader/x-fragment">#version 300 es
     41 precision mediump float;
     42 out vec4 my_FragColor;
     43 void main() {
     44    my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
     45    gl_FragDepthEXT = 1.0;
     46 }
     47 </script>
     48 <!-- Shaders to link with test fragment shaders -->
     49 <script id="vertexShaderESSL1" type="x-shader/x-vertex">
     50 attribute vec4 vPosition;
     51 void main() {
     52    gl_Position = vPosition;
     53 }
     54 </script>
     55 <script id="vertexShaderESSL3" type="x-shader/x-vertex">#version 300 es
     56 in vec4 vPosition;
     57 void main() {
     58    gl_Position = vPosition;
     59 }
     60 </script>
     61 
     62 <!-- Shader to test output -->
     63 <script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
     64 precision mediump float;
     65 uniform float uDepth;
     66 
     67 out vec4 my_FragColor;
     68 void main() {
     69    my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
     70    gl_FragDepth = uDepth;
     71 }
     72 </script>
     73 
     74 <script>
     75 "use strict";
     76 description("This test verifies the functionality of setting fragment depth in a shader.");
     77 
     78 debug("");
     79 
     80 var wtu = WebGLTestUtils;
     81 var canvas = document.getElementById("canvas");
     82 var gl = wtu.create3DContext(canvas, null, 2);
     83 
     84 if (!gl) {
     85    testFailed("WebGL context does not exist");
     86 } else {
     87    testPassed("WebGL context exists");
     88 
     89    runShaderTests();
     90    debug("");
     91    runOutputTests();
     92 }
     93 
     94 function runShaderTests() {
     95    debug("");
     96    debug("Testing various shader compiles");
     97 
     98    // Always expect ESSL1 shaders to fail
     99    var fragmentProgramESSL1 = wtu.loadProgramFromScriptExpectError(gl, "vertexShaderESSL1", "fragmentShaderESSL1");
    100    if (fragmentProgramESSL1) {
    101        testFailed("gl_FragDepth allowed in ESSL1 shader - should be disallowed");
    102    } else {
    103        testPassed("gl_FragDepth disallowed in ESSL1 shader");
    104    }
    105 
    106    // Try to compile a shader using the built-ins that should only succeed if enabled
    107    var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "vertexShaderESSL3", "fragmentShaderESSL3");
    108    if (testFragmentProgram) {
    109        testPassed("gl_FragDepth allowed in ESSL3 shader");
    110    } else {
    111        testFailed("gl_FragDepth disallowed in ESSL3 shader");
    112    }
    113 
    114    var testFragmentProgram = wtu.loadProgramFromScriptExpectError(gl, "vertexShaderESSL3", "fragmentShaderESSL3EXT");
    115    if (testFragmentProgram) {
    116        testFailed("gl_FragDepthEXT allowed in ESSL3 shader - should only allow gl_FragDepth");
    117    } else {
    118        testPassed("gl_FragDepthEXT disallowed in ESSL3 shader");
    119    }
    120 }
    121 
    122 function runOutputTests() {
    123    debug("Testing rendering results from writing to gl_FragData");
    124 
    125    canvas.width = 50; canvas.height = 50;
    126    gl.viewport(0, 0, canvas.width, canvas.height);
    127 
    128    // Enable depth testing with a clearDepth of 0.5
    129    // This makes it so that fragments are only rendered when
    130    // gl_FragDepth is < 0.5
    131    gl.clearDepth(0.5);
    132    gl.enable(gl.DEPTH_TEST);
    133 
    134    var positionLoc = 0;
    135    var texcoordLoc = 1;
    136    var program = wtu.setupProgram(gl, ["vertexShaderESSL3", "outputFragmentShader"], ['vPosition'], [0]);
    137    var quadParameters = wtu.setupUnitQuad(gl, 0, 1);
    138    var depthUniform = gl.getUniformLocation(program, "uDepth");
    139 
    140    // Draw 1: Greater than clear depth
    141    gl.uniform1f(depthUniform, 1.0);
    142    wtu.clearAndDrawUnitQuad(gl);
    143    wtu.checkCanvas(gl, [255, 255, 255, 255]);
    144 
    145    // Draw 2: Less than clear depth
    146    gl.uniform1f(depthUniform, 0.0);
    147    wtu.clearAndDrawUnitQuad(gl);
    148    wtu.checkCanvas(gl, [255, 0, 0, 255]);
    149 }
    150 
    151 debug("");
    152 var successfullyParsed = true;
    153 </script>
    154 <script src="../../js/js-test-post.js"></script>
    155 
    156 </body>
    157 </html>