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gl-conformance

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/* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ GLSLConformanceTester = (function () { var CONSOLE = (1, eval)('console') var wtu = WebGLTestUtils var defaultVertexShader = [ 'attribute vec4 vPosition;', 'void main()', '{', ' gl_Position = vPosition;', '}' ].join('\n') var defaultFragmentShader = [ 'precision mediump float;', 'void main()', '{', ' gl_FragColor = vec4(1.0,0.0,0.0,1.0);', '}' ].join('\n') function log (msg) { CONSOLE.log(msg) } var vShaderDB = {} var fShaderDB = {} /** * vShaderSource: the source code for vertex shader * vShaderSuccess: true if vertex shader compiliation should * succeed. * fShaderSource: the source code for fragment shader * fShaderSuccess: true if fragment shader compiliation should * succeed. * linkSuccess: true of link should succeed * passMsg: msg to describe success condition. * render: if true render to unit quad. Green = success * */ function runOneTest (gl, info) { var passMsg = info.passMsg debug('') debug('test: ' + passMsg) if (info.vShaderSource === undefined) { if (info.vShaderId) { info.vShaderSource = document.getElementById(info.vShaderId).text } else { info.vShader = 'defaultVertexShader' info.vShaderSource = defaultVertexShader } } if (info.fShaderSource === undefined) { if (info.fShaderId) { info.fShaderSource = document.getElementById(info.fShaderId).text } else { info.fShader = 'defaultFragmentShader' info.fShaderSource = defaultFragmentShader } } var vLabel = (info.vShaderSource == defaultVertexShader ? 'default' : 'test') + ' vertex shader' var fLabel = (info.fShaderSource == defaultFragmentShader ? 'default' : 'test') + ' fragment shader' var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) : info.vShaderSource // Reuse identical shaders so we test shared shader. var vShader = vShaderDB[vSource] if (!vShader) { vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER) if (info.vShaderTest) { if (!info.vShaderTest(vShader)) { testFailed('[vertex shader test] ' + passMsg) return } } // As per GLSL 1.0.17 10.27 we can only check for success on // compileShader, not failure. if (info.vShaderSuccess && !vShader) { testFailed('[unexpected vertex shader compile status] (expected: ' + info.vShaderSuccess + ') ' + passMsg) } // Save the shaders so we test shared shader. if (vShader) { vShaderDB[vSource] = vShader } } var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) : info.fShaderSource // Reuse identical shaders so we test shared shader. var fShader = fShaderDB[fSource] if (!fShader) { fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER) if (info.fShaderTest) { if (!info.fShaderTest(fShader)) { testFailed('[fragment shdaer test] ' + passMsg) return } } // debug(fShader == null ? "fail" : "succeed") // As per GLSL 1.0.17 10.27 we can only check for success on // compileShader, not failure. if (info.fShaderSuccess && !fShader) { testFailed('[unexpected fragment shader compile status] (expected: ' + info.fShaderSuccess + ') ' + passMsg) return } // Safe the shaders so we test shared shader. if (fShader) { fShaderDB[fSource] = fShader } } if (vShader && fShader) { var program = gl.createProgram() gl.attachShader(program, vShader) gl.attachShader(program, fShader) if (vSource.indexOf('vPosition') >= 0) { gl.bindAttribLocation(program, 0, 'vPosition') } if (vSource.indexOf('texCoord0') >= 0) { gl.bindAttribLocation(program, 1, 'texCoord0') } 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('[unexpected link status] ' + passMsg) return } } else { if (info.linkSuccess) { testFailed('[link failed] ' + passMsg) return } } if (!info.render) { testPassed(passMsg) return } gl.useProgram(program) wtu.setupUnitQuad(gl) wtu.clearAndDrawUnitQuad(gl) wtu.checkCanvas(gl, [0, 255, 0, 255], 'should be green', 0) } function runTests (shaderInfos) { var wtu = WebGLTestUtils var canvas = document.createElement('canvas') canvas.width = 32 canvas.height = 32 var gl = wtu.create3DContext(canvas) if (!gl) { testFailed('context does not exist') finishTest() return } for (var ii = 0; ii < shaderInfos.length; ++ii) { runOneTest(gl, shaderInfos[ii]) } finishTest() } function loadExternalShaders (filename, passMsg) { var shaderInfos = [] var lines = wtu.readFileList(filename) for (var ii = 0; ii < lines.length; ++ii) { var info = { vShaderSource: defaultVertexShader, vShaderSuccess: true, fShaderSource: defaultFragmentShader, fShaderSuccess: true, linkSuccess: true, } var line = lines[ii] var files = line.split(/ +/) var passMsg = '' for (var jj = 0; jj < files.length; ++jj) { var file = files[jj] var shaderSource = wtu.readFile(file) var firstLine = shaderSource.split('\n')[0] var success = undefined if (firstLine.indexOf('fail') >= 0) { success = false } else if (firstLine.indexOf('succeed') >= 0) { success = true } if (success === undefined) { testFailed('bad first line in ' + file + ':' + firstLine) continue } if (!wtu.startsWith(firstLine, '// ')) { testFailed('bad first line in ' + file + ':' + firstLine) continue } passMsg = passMsg + (passMsg.length ? ', ' : '') + firstLine.substr(3) if (wtu.endsWith(file, '.vert')) { info.vShaderSource = shaderSource info.vShaderSuccess = success } else if (wtu.endsWith(file, '.frag')) { info.fShaderSource = shaderSource info.fShaderSuccess = success } } info.linkSuccess = info.vShaderSuccess && info.fShaderSuccess info.passMsg = passMsg shaderInfos.push(info) } return shaderInfos } function getSource (elem) { var str = elem.text return str.replace(/^\s*/, '').replace(/\s*$/, '') } function getPassMessage (source) { var lines = source.split('\n') return lines[0].substring(3) } function getSuccess (msg) { if (msg.indexOf('fail') >= 0) { return false } if (msg.indexOf('succeed') >= 0) { return true } testFailed("bad test description. Must have 'fail' or 'success'") } function setupTest () { var vShaderElem = document.getElementById('vertexShader') var vShaderSource = defaultVertexShader var vShaderSuccess = true var fShaderElem = document.getElementById('fragmentShader') var fShaderSource = defaultFragmentShader var fShaderSuccess = true var passMsg = undefined if (vShaderElem) { vShaderSource = getSource(vShaderElem) passMsg = getPassMessage(vShaderSource) vShaderSuccess = getSuccess(passMsg) } if (fShaderElem) { fShaderSource = getSource(fShaderElem) passMsg = getPassMessage(fShaderSource) fShaderSuccess = getSuccess(passMsg) } var linkSuccess = vShaderSuccess && fShaderSuccess if (passMsg === undefined) { testFailed('no test shader found.') finishTest() return } var info = { vShaderSource: vShaderSource, vShaderSuccess: vShaderSuccess, fShaderSource: fShaderSource, fShaderSuccess: fShaderSuccess, linkSuccess: linkSuccess, passMsg: passMsg } return info } function runTest () { var info = setupTest() description(info.passMsg) runTests([info]) } function runRenderTests (tests) { for (var ii = 0; ii < tests.length; ++ii) { tests[ii].render = true } runTests(tests) } function runRenderTest () { var info = setupTest() description(info.passMsg) runRenderTests([info]) } return { runTest: runTest, runTests: runTests, runRenderTest: runRenderTest, runRenderTests: runRenderTests, loadExternalShaders: loadExternalShaders, none: false, } }())