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Move NV_shader_noperspective_interpolation to draft; add tests (#3572)
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lexaknyazev authored Jul 27, 2023
1 parent 6801ea4 commit aca3000
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<?xml version="1.0" encoding="UTF-8"?>
<proposal href="proposals/NV_shader_noperspective_interpolation/">
<draft href="NV_shader_noperspective_interpolation/">
<name>NV_shader_noperspective_interpolation</name>

<contact> <a href="https://www.khronos.org/webgl/public-mailing-list/">WebGL
Expand All @@ -9,7 +9,7 @@
<contributor>Members of the WebGL working group</contributor>
</contributors>

<number>NN</number>
<number>55</number>

<depends>
<api version="2.0"/>
Expand Down Expand Up @@ -40,4 +40,4 @@ interface NV_shader_noperspective_interpolation {
<change>Initial Draft.</change>
</revision>
</history>
</proposal>
</draft>
1 change: 1 addition & 0 deletions sdk/tests/conformance2/extensions/00_test_list.txt
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Expand Up @@ -6,6 +6,7 @@ ext-disjoint-timer-query-webgl2.html
--min-version 2.0.1 ext-texture-norm16.html
promoted-extensions.html
promoted-extensions-in-shaders.html
--min-version 2.0.1 nv-shader-noperspective-interpolation.html
--min-version 2.0.1 oes-draw-buffers-indexed.html
--min-version 2.0.1 ovr_multiview2.html
--min-version 2.0.1 ovr_multiview2_depth.html
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<!--
Copyright (c) 2023 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL NV_shader_noperspective_interpolation Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<canvas width="128" height="128" id="c"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("This test verifies the functionality of the NV_shader_noperspective_interpolation extension, if it is available.");

debug("");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("c", null, 2);
var ext;

function runShaderTests(extensionEnabled) {
debug("");
debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled"));

const macroVertex = `#version 300 es
in vec4 vPosition;
void main() {
#ifdef GL_NV_shader_noperspective_interpolation
gl_Position = vPosition;
#else
#error no GL_NV_shader_noperspective_interpolation;
#endif
}`;

const macroFragment = `#version 300 es
precision highp float;
out vec4 my_FragColor;
void main() {
#ifdef GL_NV_shader_noperspective_interpolation
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
#else
#error no GL_NV_shader_noperspective_interpolation;
#endif
}`;

for (const shaders of [[wtu.simpleVertexShaderESSL300, macroFragment],
[macroVertex, wtu.simpleColorFragmentShaderESSL300]]) {
// Expect the macro shader to succeed ONLY if enabled
if (wtu.setupProgram(gl, shaders)) {
if (extensionEnabled) {
testPassed("Macro defined in shaders when extension is enabled");
} else {
testFailed("Macro defined in shaders when extension is disabled");
}
} else {
if (extensionEnabled) {
testFailed("Macro not defined in shaders when extension is enabled");
} else {
testPassed("Macro not defined in shaders when extension is disabled");
}
}
}

const missingVertex = `#version 300 es
noperspective out float interpolant;
in vec4 vPosition;
void main() {
gl_Position = vPosition;
}`;

const missingFragment = `#version 300 es
precision highp float;
noperspective in float interpolant;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}`;

// Always expect the shader missing the #extension pragma to fail (whether enabled or not)
for (const shaders of [[missingVertex, wtu.simpleColorFragmentShaderESSL300],
[wtu.simpleVertexShaderESSL300, missingFragment],
[missingVertex, missingFragment]]) {
if (wtu.setupProgram(gl, shaders)) {
testFailed("Noperspective interpolation qualifier allowed without #extension pragma");
} else {
testPassed("Noperspective interpolation qualifier disallowed without #extension pragma");
}
}

const validVertex = `#version 300 es
#extension GL_NV_shader_noperspective_interpolation : enable
noperspective out float interpolant;
in vec4 vPosition;
void main() {
gl_Position = vPosition;
}`;

const validFragment = `#version 300 es
#extension GL_NV_shader_noperspective_interpolation : enable
precision highp float;
noperspective in float interpolant;
out vec4 my_FragColor;
void main() {
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}`;

// Try to compile a shader using a noperspective qualifier that should only succeed if enabled
if (wtu.setupProgram(gl, [validVertex, validFragment])) {
if (extensionEnabled) {
testPassed("Noperspective interpolation qualifier compiled successfully when extension enabled");
} else {
testFailed("Noperspective interpolation qualifier compiled successfully when extension disabled");
}
} else {
if (extensionEnabled) {
testFailed("Noperspective interpolation qualifier failed to compile when extension enabled");
} else {
testPassed("Noperspective interpolation qualifier failed to compile when extension disabled");
}
}

debug("");
}

function runInterpolationTest() {
function draw(program, skew) {
gl.useProgram(program);

const posLoc = gl.getAttribLocation(program, "position");
const colLoc = gl.getAttribLocation(program, "color");

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
-1.0, -1.0, 0.0, 1.0,
+1.0, -1.0, 0.0, 1.0,
0.0, +1.0 * skew, 0.0, skew,

1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0]),
gl.STATIC_DRAW);

gl.vertexAttribPointer(posLoc, 4, gl.FLOAT, false, 0, 0);
gl.vertexAttribPointer(colLoc, 4, gl.FLOAT, false, 0, 48);
gl.enableVertexAttribArray(posLoc);
gl.enableVertexAttribArray(colLoc);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}

const vertexSmooth = `#version 300 es
in vec4 position;
in vec4 color;
smooth out vec4 interp_color;
void main() {
gl_Position = position;
interp_color = color;
}`;

const fragmentSmooth = `#version 300 es
precision highp float;
smooth in vec4 interp_color;
out vec4 fragColor;
void main() {
fragColor = interp_color;
}`;
const programSmooth = wtu.setupProgram(gl, [vertexSmooth, fragmentSmooth]);

debug("Get non-skewed value with smooth interpolation");
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
draw(programSmooth, 1.0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");

const smoothColor = new Uint8Array(4);
gl.readPixels(64, 64, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, smoothColor);

const vertexNoperspective = `#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
in vec4 position;
in vec4 color;
noperspective out vec4 interp_color;
void main() {
gl_Position = position;
interp_color = color;
}`;

const fragmentNoperspective = `#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision highp float;
noperspective in vec4 interp_color;
out vec4 fragColor;
void main() {
fragColor = interp_color;
}`;
const programNoperspective = wtu.setupProgram(gl, [vertexNoperspective, fragmentNoperspective]);

debug("");
debug("Check non-skewed value with noperspective interpolation");
gl.clear(gl.COLOR_BUFFER_BIT);
draw(programNoperspective, 1.0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
wtu.checkCanvasRect(gl, 64, 64, 1, 1, smoothColor, "Non-skewed noperspective should match smooth");

debug("");
debug("Check skewed value with noperspective interpolation");
gl.clear(gl.COLOR_BUFFER_BIT);
draw(programNoperspective, 2.0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
wtu.checkCanvasRect(gl, 64, 64, 1, 1, smoothColor, "Skewed noperspective should match smooth");
}

function runTest() {
if (!gl) {
testFailed("WebGL context does not exist");
return;
}
testPassed("WebGL context exists");

runShaderTests(false);

ext = gl.getExtension("NV_shader_noperspective_interpolation");
wtu.runExtensionSupportedTest(gl, "NV_shader_noperspective_interpolation", ext !== null);

if (!ext) {
testPassed("No NV_shader_noperspective_interpolation support -- this is legal");
} else {
testPassed("Successfully enabled NV_shader_noperspective_interpolation extension");
runShaderTests(true);
runInterpolationTest();
}
}

runTest();

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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