Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / extensions / nv-shader-noperspective-interpolation.html
blob2198c17b1a4e31d9a9960b02d009dc27a9f8dd62
1 <!--
2 Copyright (c) 2023 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 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL NV_shader_noperspective_interpolation 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 <canvas width="128" height="128" id="c"></canvas>
18 <div id="description"></div>
19 <div id="console"></div>
20 <script>
21 "use strict";
22 description("This test verifies the functionality of the NV_shader_noperspective_interpolation extension, if it is available.");
24 debug("");
26 var wtu = WebGLTestUtils;
27 var gl = wtu.create3DContext("c", null, 2);
28 var ext;
30 function runShaderTests(extensionEnabled) {
31 debug("");
32 debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled"));
34 const macroVertex = `#version 300 es
35 in vec4 vPosition;
36 void main() {
37 #ifdef GL_NV_shader_noperspective_interpolation
38 gl_Position = vPosition;
39 #else
40 #error no GL_NV_shader_noperspective_interpolation;
41 #endif
42 }`;
44 const macroFragment = `#version 300 es
45 precision highp float;
46 out vec4 my_FragColor;
47 void main() {
48 #ifdef GL_NV_shader_noperspective_interpolation
49 my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
50 #else
51 #error no GL_NV_shader_noperspective_interpolation;
52 #endif
53 }`;
55 for (const shaders of [[wtu.simpleVertexShaderESSL300, macroFragment],
56 [macroVertex, wtu.simpleColorFragmentShaderESSL300]]) {
57 // Expect the macro shader to succeed ONLY if enabled
58 if (wtu.setupProgram(gl, shaders)) {
59 if (extensionEnabled) {
60 testPassed("Macro defined in shaders when extension is enabled");
61 } else {
62 testFailed("Macro defined in shaders when extension is disabled");
64 } else {
65 if (extensionEnabled) {
66 testFailed("Macro not defined in shaders when extension is enabled");
67 } else {
68 testPassed("Macro not defined in shaders when extension is disabled");
73 const missingVertex = `#version 300 es
74 noperspective out float interpolant;
75 in vec4 vPosition;
76 void main() {
77 gl_Position = vPosition;
78 }`;
80 const missingFragment = `#version 300 es
81 precision highp float;
82 noperspective in float interpolant;
83 out vec4 my_FragColor;
84 void main() {
85 my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
86 }`;
88 // Always expect the shader missing the #extension pragma to fail (whether enabled or not)
89 for (const shaders of [[missingVertex, wtu.simpleColorFragmentShaderESSL300],
90 [wtu.simpleVertexShaderESSL300, missingFragment],
91 [missingVertex, missingFragment]]) {
92 if (wtu.setupProgram(gl, shaders)) {
93 testFailed("Noperspective interpolation qualifier allowed without #extension pragma");
94 } else {
95 testPassed("Noperspective interpolation qualifier disallowed without #extension pragma");
99 const validVertex = `#version 300 es
100 #extension GL_NV_shader_noperspective_interpolation : enable
101 noperspective out float interpolant;
102 in vec4 vPosition;
103 void main() {
104 gl_Position = vPosition;
107 const validFragment = `#version 300 es
108 #extension GL_NV_shader_noperspective_interpolation : enable
109 precision highp float;
110 noperspective in float interpolant;
111 out vec4 my_FragColor;
112 void main() {
113 my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
116 // Try to compile a shader using a noperspective qualifier that should only succeed if enabled
117 if (wtu.setupProgram(gl, [validVertex, validFragment])) {
118 if (extensionEnabled) {
119 testPassed("Noperspective interpolation qualifier compiled successfully when extension enabled");
120 } else {
121 testFailed("Noperspective interpolation qualifier compiled successfully when extension disabled");
123 } else {
124 if (extensionEnabled) {
125 testFailed("Noperspective interpolation qualifier failed to compile when extension enabled");
126 } else {
127 testPassed("Noperspective interpolation qualifier failed to compile when extension disabled");
131 debug("");
134 function runInterpolationTest() {
135 function draw(program, skew) {
136 gl.useProgram(program);
138 const posLoc = gl.getAttribLocation(program, "position");
139 const colLoc = gl.getAttribLocation(program, "color");
141 const buf = gl.createBuffer();
142 gl.bindBuffer(gl.ARRAY_BUFFER, buf);
143 gl.bufferData(
144 gl.ARRAY_BUFFER,
145 new Float32Array([
146 -1.0, -1.0, 0.0, 1.0,
147 +1.0, -1.0, 0.0, 1.0,
148 0.0, +1.0 * skew, 0.0, skew,
150 1.0, 0.0, 0.0, 1.0,
151 0.0, 1.0, 0.0, 1.0,
152 0.0, 0.0, 1.0, 1.0]),
153 gl.STATIC_DRAW);
155 gl.vertexAttribPointer(posLoc, 4, gl.FLOAT, false, 0, 0);
156 gl.vertexAttribPointer(colLoc, 4, gl.FLOAT, false, 0, 48);
157 gl.enableVertexAttribArray(posLoc);
158 gl.enableVertexAttribArray(colLoc);
159 gl.drawArrays(gl.TRIANGLES, 0, 3);
162 const vertexSmooth = `#version 300 es
163 in vec4 position;
164 in vec4 color;
165 smooth out vec4 interp_color;
166 void main() {
167 gl_Position = position;
168 interp_color = color;
171 const fragmentSmooth = `#version 300 es
172 precision highp float;
173 smooth in vec4 interp_color;
174 out vec4 fragColor;
175 void main() {
176 fragColor = interp_color;
178 const programSmooth = wtu.setupProgram(gl, [vertexSmooth, fragmentSmooth]);
180 debug("Get non-skewed value with smooth interpolation");
181 gl.clearColor(0.0, 0.0, 0.0, 1.0);
182 gl.clear(gl.COLOR_BUFFER_BIT);
183 draw(programSmooth, 1.0);
184 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
186 const smoothColor = new Uint8Array(4);
187 gl.readPixels(64, 64, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, smoothColor);
189 const vertexNoperspective = `#version 300 es
190 #extension GL_NV_shader_noperspective_interpolation : require
191 in vec4 position;
192 in vec4 color;
193 noperspective out vec4 interp_color;
194 void main() {
195 gl_Position = position;
196 interp_color = color;
199 const fragmentNoperspective = `#version 300 es
200 #extension GL_NV_shader_noperspective_interpolation : require
201 precision highp float;
202 noperspective in vec4 interp_color;
203 out vec4 fragColor;
204 void main() {
205 fragColor = interp_color;
207 const programNoperspective = wtu.setupProgram(gl, [vertexNoperspective, fragmentNoperspective]);
209 debug("");
210 debug("Check non-skewed value with noperspective interpolation");
211 gl.clear(gl.COLOR_BUFFER_BIT);
212 draw(programNoperspective, 1.0);
213 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
214 wtu.checkCanvasRect(gl, 64, 64, 1, 1, smoothColor, "Non-skewed noperspective should match smooth");
216 debug("");
217 debug("Check skewed value with noperspective interpolation");
218 gl.clear(gl.COLOR_BUFFER_BIT);
219 draw(programNoperspective, 2.0);
220 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
221 wtu.checkCanvasRect(gl, 64, 64, 1, 1, smoothColor, "Skewed noperspective should match smooth");
224 function runTest() {
225 if (!gl) {
226 testFailed("WebGL context does not exist");
227 return;
229 testPassed("WebGL context exists");
231 runShaderTests(false);
233 ext = gl.getExtension("NV_shader_noperspective_interpolation");
234 wtu.runExtensionSupportedTest(gl, "NV_shader_noperspective_interpolation", ext !== null);
236 if (!ext) {
237 testPassed("No NV_shader_noperspective_interpolation support -- this is legal");
238 } else {
239 testPassed("Successfully enabled NV_shader_noperspective_interpolation extension");
240 runShaderTests(true);
241 runInterpolationTest();
245 runTest();
247 var successfullyParsed = true;
248 </script>
249 <script src="../../js/js-test-post.js"></script>
250 </body>
251 </html>