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98 lines
3.2 KiB
HTML
98 lines
3.2 KiB
HTML
<!--
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Copyright (c) 2011 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL WebGL_debug_shaders Conformance Tests</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
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<script src="../../resources/js-test-pre.js"></script>
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<script src="../resources/webgl-test.js"></script>
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<script src="../resources/webgl-test-utils.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<canvas id="canvas" style="width: 1px; height: 1px;"> </canvas>
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<div id="console"></div>
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<!-- Shaders for testing standard derivatives -->
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<script>
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description("This test verifies the functionality of the WEBGL_debug_shaders extension, if it is available.");
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debug("");
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext("canvas");
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var ext = null;
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var shader = null;
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if (!gl) {
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testFailed("WebGL context does not exist");
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} else {
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testPassed("WebGL context exists");
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// Query the extension and store globally so shouldBe can access it
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ext = gl.getExtension("WEBGL_debug_shaders");
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if (!ext) {
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testPassed("No WEBGL_debug_shaders support -- this is legal");
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runSupportedTest(false);
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} else {
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testPassed("Successfully enabled WEBGL_debug_shaders extension");
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runSupportedTest(true);
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runTestEnabled();
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}
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}
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function runSupportedTest(extensionEnabled) {
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var supported = gl.getSupportedExtensions();
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if (supported.indexOf("WEBGL_debug_shaders") >= 0) {
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if (extensionEnabled) {
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testPassed("WEBGL_debug_shaders listed as supported and getExtension succeeded");
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} else {
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testFailed("WEBGL_debug_shaders listed as supported but getExtension failed");
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}
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} else {
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if (extensionEnabled) {
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testFailed("WEBGL_debug_shaders not listed as supported but getExtension succeeded");
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} else {
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testPassed("WEBGL_debug_shaders not listed as supported and getExtension failed -- this is legal");
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}
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}
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}
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function runTestEnabled() {
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debug("Testing function with extension enabled");
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var source = "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }";
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shader = gl.createShader(gl.FRAGMENT_SHADER);
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// if no source has been defined or compileShader() has not been called,
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// getTranslatedShaderSource() should return an empty string.
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shouldBe("ext.getTranslatedShaderSource(shader)", '""');
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gl.shaderSource(shader, source);
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shouldBe("ext.getTranslatedShaderSource(shader)", '""');
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gl.compileShader(shader);
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shouldBeTrue("gl.getShaderParameter(shader, gl.COMPILE_STATUS)");
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var translatedSource = ext.getTranslatedShaderSource(shader);
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glErrorShouldBe(gl, gl.NO_ERROR, "No gl error should occur");
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if (translatedSource.length > 0)
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testPassed("Successfully called getTranslatedShaderSource()");
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else
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testFailed("Calling getTranslatedShaderSource() failed");
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}
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debug("");
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successfullyParsed = true;
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</script>
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<script>finishTest();</script>
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</body>
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</html>
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