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/*
* Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
* for details. All rights reserved. Use of this source code is governed by a
* BSD-style license that can be found in the LICENSE file.
*/
/**
* @description This test ensures WebGL implementations allow proper GLES2
* shaders compile and improper ones fail.
*/
import "dart:html";
import "dart:web_gl" as wgl;
import 'dart:typed_data';
import "../../../testcommon.dart";
import "resources/webgl-test.dart";
import "resources/webgl-test-utils.dart" as wtu;
import "../../../../Utils/async_utils.dart";
import "pwd.dart";
main() {
document.body.setInnerHtml('''
<div id="console"></div>
<script id="vshader" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="text/something-not-javascript">
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script id="fshaderWithPrecision" type="text/something-not-javascript">
void main()
{
mediump vec4 color = vec4(1.0,0.0,0.0,1.0);
gl_FragColor = color;
}
</script>
<script id="vshaderWithDefaultPrecision" type="text/something-not-javascript">
precision mediump float;
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshaderWithDefaultPrecision" type="text/something-not-javascript">
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script id="fshaderWithOutPrecision" type="text/something-not-javascript">
uniform vec4 color;
void main()
{
gl_FragColor = color;
}
</script>
<script id="fshaderWithInvalidIdentifier" type="text/something-not-javascript">
precision mediump float;
uniform float gl_foo;
void main()
{
gl_FragColor = vec4(gl_foo,0.0,0.0,1.0);
}
</script>
<script id="fshaderWithGL_ESeq1" type="text/something-not-javascript">
#if GL_ES == 1
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
#else
foo
#endif
</script>
<script id="fshaderWithGLSLPreprocessorSymbol" type="text/something-not-javascript">
#if defined(GL_ES)
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
#else
foo
#endif
</script>
<script id="fshaderWithVERSION100PreprocessorSymbol" type="text/something-not-javascript">
#if __VERSION__ == 100
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
#else
foo
#endif
</script>
<script id="fshaderWithFragDepth" type="text/something-not-javascript">
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
gl_FragDepth = 1.0;
}
</script>
<script id="vshaderWithClipVertex" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
gl_ClipVertex = vPosition;
}
</script>
<script id="fshaderWith__Define" type="text/something-not-javascript">
#define __foo 1
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
</script>
<script id="fshaderWithGL_Define" type="text/something-not-javascript">
#define GL_FOO 1
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
</script>
<script id="fshaderWithDefineLineContinuation" type="text/something-not-javascript">
#define foo this \
is a test
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}
</script>
<script id="vshaderWithgl_Color" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
gl_Position = gl_Color;
}
</script>
<script id="vshaderWithgl_ProjectionMatrix" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition * gl_ProjectionMatrix;
}
</script>
<script id="vshaderWithAttributeArray" type="text/something-not-javascript">
attribute vec4 vPosition[2];
void main()
{
gl_Position = vPosition[0] + vPosition[1];
}
</script>
<script id="vshaderWithwebgl_" type="text/something-not-javascript">
attribute vec4 webgl_vPosition;
void main()
{
gl_Position = webgl_vPosition;
}
</script>
<script id="vshaderWith_webgl_" type="text/something-not-javascript">
attribute vec4 _webgl_vPosition;
void main()
{
gl_Position = _webgl_vPosition;
}
</script>
<script id="vshaderWithImplicitVec3Cast" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
highp vec3 k = vec3(1, 2, 3);
gl_Position = k;
}
</script>
<script id="vshaderWithExplicitIntCast" type="text/something-not-javascript">
attribute vec4 vPosition;
void main()
{
int k = 123;
gl_Position = vec4(vPosition.x, vPosition.y, vPosition.z, float(k));
}
</script>
<script id="vshaderWithVersion130" type="text/something-not-javascript">
#version 130
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="vshaderWithVersion120" type="text/something-not-javascript">
#version 120
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="vshaderWithVersion100" type="text/something-not-javascript">
#version 100
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="vshaderWith__FILE__" type="text/something-not-javascript">
__FILE__
</script>
<canvas id="canvas" width="2" height="2"> </canvas>
<div>PASS</div>
''', treeSanitizer: new NullTreeSanitizer());
debug("Canvas.getContext");
wtu.loggingOff();
var gl = wtu.create3DContext(document.getElementById("canvas"));
if (gl == null) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking various GLSL programs.");
log(msg) {
//window.console.log(msg);
}
var shaderInfo = [
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithPrecision',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'frament shader with precision compiled and linked'
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithDefaultPrecision',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'fragment shader with default precision compiled and linked'
},
{ 'vShaderId': 'vshaderWithDefaultPrecision',
'vShaderSuccess': true,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'vertex shader with default precision compiled and linked'
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithOutPrecision',
'fShaderSuccess': false,
'linkSuccess': false,
'passMsg': 'fragment shader without precision should fail',
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithInvalidIdentifier',
'fShaderSuccess': false,
'linkSuccess': false,
'passMsg': 'fragment shader with gl_ identifier should fail',
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithGL_ESeq1',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'fragment shader that expects GL_ES == 1 should succeed',
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithGLSLPreprocessorSymbol',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'fragment shader that uses GL_ES preprocessor symbol should succeed',
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithVERSION100PreprocessorSymbol',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'fragment shader that uses __VERSION__==100 should succeed',
},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithFragDepth',
'fShaderSuccess': false,
'linkSuccess': false,
'passMsg': 'fragment shader that uses gl_FragDepth should fail',
},
{ 'vShaderId': 'vshaderWithClipVertex',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that uses gl_ClipVertex should fail',
},
//{ 'vShaderId': 'vshader',
// 'vShaderSuccess': true,
// 'fShaderId': 'fshaderWith__Define',
// 'fShaderSuccess': false,
// 'linkSuccess': false,
// 'passMsg': 'fragment shader that uses __ define should fail',
//},
//{ 'vShaderId': 'vshader',
// 'vShaderSuccess': true,
// 'fShaderId': 'fshaderWithGL_Define',
// 'fShaderSuccess': false,
// 'linkSuccess': false,
// 'passMsg': 'fragment shader that uses GL_ define should fail',
//},
{ 'vShaderId': 'vshader',
'vShaderSuccess': true,
'fShaderId': 'fshaderWithDefineLineContinuation',
'fShaderSuccess': false,
'linkSuccess': false,
'passMsg': 'fragment shader that uses has line continuation macro should fail',
},
{ 'vShaderId': 'vshaderWithgl_Color',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that uses gl_Color should fail',
},
{ 'vShaderId': 'vshaderWithgl_ProjectionMatrix',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that uses gl_ProjectionMatrix should fail',
},
{ 'vShaderId': 'vshaderWithAttributeArray',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that uses attribute array should fail as per GLSL page 110, appendix A, section 5',
},
{ 'vShaderId': 'vshaderWithwebgl_',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that uses _webgl identifier should fail',
},
{ 'vShaderId': 'vshaderWith_webgl_',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that uses _webgl_ identifier should fail',
},
{ 'vShaderId': 'vshaderWithExplicitIntCast',
'vShaderSuccess': true,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'vertex shader that explicit int to float cast should succeed',
},
{ 'vShaderId': 'vshaderWithImplicitVec3Cast',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader that implicit vec3 to vec4 cast should fail',
},
{ 'vShaderId': 'vshaderWithVersion130',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader uses the #version not 100 directive should fail',
},
{ 'vShaderId': 'vshaderWithVersion120',
'vShaderSuccess': false,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': false,
'passMsg': 'vertex shader uses the #version not 100 directive should fail',
},
{ 'vShaderId': 'vshaderWithVersion100',
'vShaderSuccess': true,
'fShaderId': 'fshader',
'fShaderSuccess': true,
'linkSuccess': true,
'passMsg': 'vertex shader uses the #version 100 directive should succeed',
},
];
// Read in all the shader source.
for (var ii = 0; ii < shaderInfo.length; ++ii) {
var si = shaderInfo[ii];
si['vShaderSource'] = document.getElementById(si['vShaderId']).text;
si['fShaderSource'] = document.getElementById(si['fShaderId']).text;
}
// Add more tests from external file
var simpleVertShader = document.getElementById('vshader').text;
var simpleFragShader = document.getElementById('fshader').text;
addExternalShaders(filename, [passMsg='']) {
var files = wtu.readFileList(filename);
for (var ii = 0; ii < files.length; ++ii) {
var file = files[ii];
var shaderSource = wtu.readFile(file);
var firstLine = shaderSource.split(new RegExp(r"\n"))[0];
var success;
if (wtu.endsWith(firstLine, " fail") ||
wtu.endsWith(firstLine, " fail.")) {
success = false;
} else if (wtu.endsWith(firstLine, " succeed") ||
wtu.endsWith(firstLine, " succeed.")) {
success = true;
}
if (success == null) {
testFailed("bad first line in " + file);
continue;
}
if (!wtu.startsWith(firstLine, "// ")) {
testFailed("bad first line in " + file);
continue;
}
var passMsg = firstLine.substring(3);
if (wtu.endsWith(file, ".vert")) {
shaderInfo.add({
'vShaderId': file,
'vShaderSource': shaderSource,
'vShaderSuccess': success,
'fShaderId': 'fshader',
'fShaderSource': simpleFragShader,
'fShaderSuccess': true,
'linkSuccess': success,
'passMsg': passMsg,
});
} else if (wtu.endsWith(file, ".frag")) {
shaderInfo.add({
'vShaderId': 'vshader',
'vShaderSource': simpleVertShader,
'vShaderSuccess': true,
'fShaderId': file,
'fShaderSource': shaderSource,
'fShaderSuccess': success,
'linkSuccess': success,
'passMsg': passMsg,
});
}
}
}
addExternalShaders('$root/shaders/00_shaders.txt');
for (var ii = 0; ii < shaderInfo.length; ++ii) {
var info = shaderInfo[ii];
var vShaderId = info['vShaderId'];
var fShaderId = info['fShaderId'];
var passMsg = info['passMsg'];
var vShaderSource = info['vShaderSource'];
var vShaderTest = info['vShaderTest'];
var vShaderSuccess = info['vShaderSuccess'];
var fShaderSource = info['fShaderSource'];
var fShaderSuccess = info['fShaderSuccess'];
var linkSuccess = info['linkSuccess'];
passMsg = '[' + vShaderId + '/' + fShaderId + ']: ' + passMsg;
log(passMsg);
//debug(fShaderId);
var vShader = wtu.loadShader(gl, vShaderSource, wgl.VERTEX_SHADER);
if (vShaderTest != null) {
if (!vShaderTest(vShader)) {
testFailed(passMsg);
continue;
}
}
if ((vShader != null) != vShaderSuccess) {
testFailed(passMsg);
continue;
}
var fShader = wtu.loadShader(gl, fShaderSource, wgl.FRAGMENT_SHADER);
//debug(fShader == null ? "fail" : "succeed");
if ((fShader != null) != fShaderSuccess) {
testFailed(passMsg);
continue;
}
if (vShader != null && fShader != null) {
var program = gl.createProgram();
gl.attachShader(program, vShader);
gl.attachShader(program, fShader);
gl.linkProgram(program);
var linked = gl.getProgramParameter(program, wgl.LINK_STATUS);
if (!linked) {
var error = gl.getProgramInfoLog(program);
log("*** Error linking program: $error");
}
if (linked != linkSuccess) {
testFailed(passMsg);
continue;
}
} else {
if (linkSuccess) {
testFailed(passMsg);
continue;
}
}
testPassed(passMsg);
}
}
}