Index: third_party/webgl/conformance-suites/1.0.0/conformance/glsl-conformance.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/glsl-conformance.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/glsl-conformance.html (working copy) |
@@ -1,722 +0,0 @@ |
-<!-- |
-Copyright (c) 2009 The Chromium Authors. All rights reserved. |
-Use of this source code is governed by a BSD-style license that can be |
-found in the LICENSE file. |
---> |
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
- "http://www.w3.org/TR/html4/loose.dtd"> |
-<html> |
-<head> |
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> |
-<title>WebGL GLSL Conformance Tests</title> |
-<link rel="stylesheet" href="../resources/js-test-style.css"/> |
-<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
-<script src="../resources/js-test-pre.js"></script> |
-<script src="resources/webgl-test-utils.js"></script> |
-</head> |
-<body> |
-<div id="description"></div> |
-<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() |
-{ |
- gl_FragColor = mediump vec4(1.0,0.0,0.0,1.0); |
-} |
-</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="fshaderWithUndefinedPreprocessorSymbol" type="text/something-not-javascript"> |
-#if UNDEFINED_FOO |
- // according to ES GLSL spec 3.4 undefined symbols should fail. |
-#else |
- precision mediump float; |
- void main() |
- { |
- gl_FragColor = vec4(0.0,0.0,0.0,1.0); |
- } |
-#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="vshaderWithLineDirective" type="text/something-not-javascript"> |
-#line 123 |
-foo |
-</script> |
-<script id="vshaderWith__FILE__" type="text/something-not-javascript"> |
-__FILE__ |
-</script> |
-<script id="vshaderWithIncludeDirective" type="text/something-not-javascript"> |
-// Sadly I can not force the current path so this could fail beacuse include.vs |
-// does not exist, not because #include is disallowed. |
-#include "include.vs" |
-attribute vec4 vPosition; |
-void main() |
-{ |
- gl_Position = vPosition; |
-} |
-</script> |
-<script id="fshaderWithdFdx" type="text/something-not-javascript"> |
-#extension GL_OES_standard_derivatives:enable |
-precision mediump float; |
-void main() |
-{ |
- gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0); |
-} |
-</script> |
-<script id="fshaderWithdFdxNoExt" type="text/something-not-javascript"> |
-precision mediump float; |
-void main() |
-{ |
- gl_FragColor = vec4(dFdx(0.5),0.0,0.0,1.0); |
-} |
-</script> |
-<script id="fshaderWith256CharacterIdentifier" type="text/something-not-javascript"> |
-precision mediump float; |
-uniform float a123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345; |
-void main() |
-{ |
- gl_FragColor = vec4(a123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345,0.0,0.0,1.0); |
-} |
-</script> |
-<script id="fshaderWith257CharacterIdentifier" type="text/something-not-javascript"> |
-precision mediump float; |
-uniform float a1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
-void main() |
-{ |
- gl_FragColor = vec4(a1234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456,0.0,0.0,1.0); |
-} |
-</script> |
-<script id="fshaderWithLongLine" type="text/something-not-javascript"> |
-precision mediump float; |
-uniform float fooo; |
-#if defined(someSymbolNotDefined) |
-#error long |
-#endif |
-void main() |
-{ |
- gl_FragColor = vec4(fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, fooo+fooo+fooo+fooo, 1.0); |
-} |
-</script> |
-<script id="fshaderWithErrorDirective" type="text/something-not-javascript"> |
-#error testing123 testing123 |
-void main() |
-{ |
- gl_FragColor = vec4(0,0,0,0); |
-} |
-</script> |
-<script id="fshaderWithQuotedErrorDirective" type="text/something-not-javascript"> |
-#error "testing123 testing123" // will return INVALID_VALUE. See WebGL 6.18 |
-void main() |
-{ |
- gl_FragColor = vec4(0,0,0,0); |
-} |
-</script> |
-<script id="fshaderWithNonASCIIErrorDirective" type="text/something-not-javascript"> |
-#error ±êÍ`rbhhÅÍÈ¢ // will return INVALID_VALUE. See WebGL 6.18 |
-void main() |
-{ |
- gl_FragColor = vec4(0,0,0,0); |
-} |
-</script> |
-<canvas id="canvas" width="2" height="2"> </canvas> |
-<script> |
-description("This test ensures WebGL implementations allow proper GLES2 shaders compile and improper ones fail."); |
- |
-debug(""); |
-debug("Canvas.getContext"); |
- |
-var wtu = WebGLTestUtils; |
-var gl = wtu.create3DContext(document.getElementById("canvas")); |
-if (!gl) { |
- testFailed("context does not exist"); |
-} else { |
- testPassed("context exists"); |
- |
- debug(""); |
- debug("Checking various GLSL programs."); |
- |
- function log(msg) { |
- if (window.console && window.console.log) { |
- 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: 'fshaderWithUndefinedPreprocessorSymbol', |
- fShaderSuccess: false, |
- linkSuccess: false, |
- passMsg: 'fragment shader undefined preprocessor symbol should fail (3.4)', |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithFragDepth', |
- fShaderSuccess: false, |
- linkSuccess: false, |
- passMsg: 'fragment shader that uses gl_FragDepth should fail', |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithdFdx', |
- fShaderSuccess: false, |
- linkSuccess: false, |
- passMsg: 'fragment shader that uses dFdx should fail', |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithdFdxNoExt', |
- fShaderSuccess: false, |
- linkSuccess: false, |
- passMsg: 'fragment shader that uses dFdx without #extension 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', |
- }, |
- { vShaderId: 'vshaderWithLineDirective', |
- vShaderSuccess: false, |
- vShaderTest: (function() { return wtu.getLastError().indexOf("124") >= 0; }), |
- fShaderId: 'fshader', |
- fShaderSuccess: true, |
- linkSuccess: false, |
- passMsg: 'vertex shader uses #line directive should report correct line', |
- }, |
- { vShaderId: 'vshaderWithIncludeDirective', |
- vShaderSuccess: false, |
- fShaderId: 'fshader', |
- fShaderSuccess: true, |
- linkSuccess: false, |
- passMsg: 'vertex shader uses #include should fail', |
- }, |
- //{ vShaderId: 'vshader', |
- // vShaderSuccess: true, |
- // fShaderId: 'fshaderWith257CharacterIdentifier', |
- // fShaderSuccess: false, |
- // linkSuccess: false, |
- // passMsg: 'shader that uses 257 character identifier should fail', |
- //}, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWith256CharacterIdentifier', |
- fShaderSuccess: true, |
- linkSuccess: true, |
- passMsg: 'shader that uses 256 character identifier should succeed', |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithLongLine', |
- fShaderSuccess: true, |
- fShaderPrep: function(str) { |
- function expand(str, re, replacement, count) { |
- for (var ii = 0; ii < count; ++ii) { |
- str = str.replace(re, replacement); |
- } |
- return str; |
- } |
- str = expand(str, new RegExp(" ", 'g'), " ", 12); |
- str = expand(str, new RegExp("0", 'g'), "00", 8); |
- str = expand(str, new RegExp("fooo", 'g'), "fooofooo", 6); |
- str = expand(str, new RegExp("long", 'g'), "longlong", 6); |
- //debug("len:" + str.length); |
- //debug(str); |
- return str; |
- }, |
- linkSuccess: true, |
- passMsg: 'shader that uses long lines should succeed', |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithErrorDirective', |
- fShaderSuccess: false, |
- fShaderTest: (function() { |
- return wtu.getLastError().indexOf("testing123 testing123") >= 0; }), |
- linkSuccess: false, |
- passMsg: "error directive returns error user's error message", |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithQuotedErrorDirective', |
- fShaderSuccess: false, |
- linkSuccess: false, |
- passMsg: "error directive using quotes fails", |
- }, |
- { vShaderId: 'vshader', |
- vShaderSuccess: true, |
- fShaderId: 'fshaderWithNonASCIIErrorDirective', |
- fShaderSuccess: false, |
- linkSuccess: false, |
- passMsg: "error directive using characters outside of allowed set fails", |
- } |
- ]; |
- |
- // 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; |
- |
- function 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("\n")[0]; |
- var success = undefined; |
- 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 === undefined) { |
- testFailed("bad first line in " + file); |
- continue; |
- } |
- if (!wtu.startsWith(firstLine, "// ")) { |
- testFailed("bad first line in " + file); |
- continue; |
- } |
- var passMsg = firstLine.substr(3); |
- if (wtu.endsWith(file, ".vert")) { |
- shaderInfo.push({ |
- vShaderId: file, |
- vShaderSource: shaderSource, |
- vShaderSuccess: success, |
- fShaderId: 'fshader', |
- fShaderSource: simpleFragShader, |
- fShaderSuccess: true, |
- linkSuccess: success, |
- passMsg: passMsg, |
- }); |
- } else if (wtu.endsWith(file, ".frag")) { |
- shaderInfo.push({ |
- vShaderId: 'vshader', |
- vShaderSource: simpleVertShader, |
- vShaderSuccess: true, |
- fShaderId: file, |
- fShaderSource: shaderSource, |
- fShaderSuccess: success, |
- linkSuccess: success, |
- passMsg: passMsg, |
- }); |
- } |
- } |
- } |
- |
- addExternalShaders('shaders/00_shaders.txt'); |
- |
- for (var ii = 0; ii < shaderInfo.length; ++ii) { |
- var info = shaderInfo[ii]; |
- var passMsg = '[' + info.vShaderId + '/' + info.fShaderId + ']: ' + |
- info.passMsg |
- log(passMsg); |
- //debug(info.fShaderId); |
- var vSource = info.vShaderPrep ? info.vShaderPrep(info.vShaderSource) : |
- info.vShaderSource; |
- var vShader = wtu.loadShader(gl, vSource, gl.VERTEX_SHADER); |
- if (info.vShaderTest) { |
- if (!info.vShaderTest(vShader)) { |
- testFailed(passMsg); |
- continue; |
- } |
- } |
- if ((vShader != null) != info.vShaderSuccess) { |
- testFailed(passMsg); |
- continue; |
- } |
- var fSource = info.fShaderPrep ? info.fShaderPrep(info.fShaderSource) : |
- info.fShaderSource; |
- var fShader = wtu.loadShader(gl, fSource, gl.FRAGMENT_SHADER); |
- if (info.fShaderTest) { |
- if (!info.fShaderTest(fShader)) { |
- testFailed(passMsg); |
- continue; |
- } |
- } |
- //debug(fShader == null ? "fail" : "succeed"); |
- if ((fShader != null) != info.fShaderSuccess) { |
- testFailed(passMsg); |
- continue; |
- } |
- |
- if (vShader && fShader) { |
- var program = gl.createProgram(); |
- gl.attachShader(program, vShader); |
- gl.attachShader(program, fShader); |
- 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(passMsg); |
- continue; |
- } |
- } else { |
- if (info.linkSuccess) { |
- testFailed(passMsg); |
- continue; |
- } |
- } |
- testPassed(passMsg); |
- } |
-} |
- |
-debug(""); |
-successfullyParsed = true; |
- |
-</script> |
-<script src="../resources/js-test-post.js"></script> |
- |
-<script> |
-</script> |
- |
-</body> |
-</html> |