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Move EXT_conservative_depth to draft; add tests
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sdk/tests/conformance2/extensions/ext-conservative-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. | ||
--> | ||
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<title>WebGL EXT_conservative_depth 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="32" height="32" id="c"></canvas> | ||
<div id="description"></div> | ||
<div id="console"></div> | ||
<script> | ||
"use strict"; | ||
description("This test verifies the functionality of the EXT_conservative_depth extension, if it is available."); | ||
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debug(""); | ||
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var wtu = WebGLTestUtils; | ||
var gl = wtu.create3DContext("c", null, 2); | ||
var ext; | ||
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function runShaderTests(extensionEnabled) { | ||
debug(""); | ||
debug("Testing various shader compiles with extension " + (extensionEnabled ? "enabled" : "disabled")); | ||
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const macro = `#version 300 es | ||
precision mediump float; | ||
out vec4 my_FragColor; | ||
void main() { | ||
#ifdef GL_EXT_conservative_depth | ||
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
#else | ||
#error no GL_EXT_conservative_depth; | ||
#endif | ||
}`; | ||
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const missingExtension = `#version 300 es | ||
precision mediump float; | ||
out vec4 my_FragColor; | ||
layout (depth_any) out float gl_FragDepth; | ||
void main() { | ||
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
gl_FragDepth = 1.0; | ||
}`; | ||
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const valid = `#version 300 es | ||
#extension GL_EXT_conservative_depth : enable | ||
precision mediump float; | ||
out vec4 my_FragColor; | ||
layout (depth_any) out float gl_FragDepth; | ||
void main() { | ||
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
gl_FragDepth = 1.0; | ||
}`; | ||
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const invalid = `#version 300 es | ||
#extension GL_EXT_conservative_depth : enable | ||
precision mediump float; | ||
out vec4 my_FragColor; | ||
layout (depth_unchanged) out float gl_FragDepth; | ||
void main() { | ||
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
gl_FragDepth = 1.0; | ||
}`; | ||
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// Always expect the shader missing the #extension pragma to fail (whether enabled or not) | ||
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, missingExtension])) { | ||
testFailed("Depth layout qualifier allowed without #extension pragma"); | ||
} else { | ||
testPassed("Depth layout qualifier disallowed without #extension pragma"); | ||
} | ||
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// Expect the macro shader to succeed ONLY if enabled | ||
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, macro])) { | ||
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"); | ||
} | ||
} | ||
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// Try to compile a shader using a layout qualifier that should only succeed if enabled | ||
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, valid])) { | ||
if (extensionEnabled) { | ||
testPassed("Depth layout qualifier compiled successfully when extension enabled"); | ||
} else { | ||
testFailed("Depth layout qualifier compiled successfully when extension disabled"); | ||
} | ||
} else { | ||
if (extensionEnabled) { | ||
testFailed("Depth layout qualifier failed to compile when extension enabled"); | ||
} else { | ||
testPassed("Depth layout qualifier failed to compile when extension disabled"); | ||
} | ||
} | ||
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// Try to compile a shader using a disallowed layout qualifier | ||
if (wtu.setupProgram(gl, [wtu.simpleVertexShaderESSL300, invalid])) { | ||
testFailed("Unsupported depth layout qualifier compiled successfully"); | ||
} else { | ||
testPassed("Unsupported depth layout qualifier failed to compile"); | ||
} | ||
} | ||
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function runTest() { | ||
if (!gl) { | ||
testFailed("WebGL context does not exist"); | ||
return; | ||
} | ||
testPassed("WebGL context exists"); | ||
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runShaderTests(false); | ||
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ext = gl.getExtension("EXT_conservative_depth"); | ||
wtu.runExtensionSupportedTest(gl, "EXT_conservative_depth", ext !== null); | ||
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if (!ext) { | ||
testPassed("No EXT_conservative_depth support -- this is legal"); | ||
} else { | ||
testPassed("Successfully enabled EXT_conservative_depth extension"); | ||
runShaderTests(true); | ||
} | ||
} | ||
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runTest(); | ||
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var successfullyParsed = true; | ||
</script> | ||
<script src="../../js/js-test-post.js"></script> | ||
</body> | ||
</html> |