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| 1 | +<!-- |
| 2 | +Copyright (c) 2026 The Khronos Group Inc. |
| 3 | +Use of this source code is governed by an MIT-style license that can be |
| 4 | +found in the LICENSE.txt file. |
| 5 | +--> |
| 6 | + |
| 7 | +<!DOCTYPE html> |
| 8 | +<html> |
| 9 | +<head> |
| 10 | +<meta charset="utf-8"> |
| 11 | +<title>WebGL GLSL extension enable and disable late conformance test</title> |
| 12 | +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| 13 | +<script src="../../../js/js-test-pre.js"></script> |
| 14 | +<script src="../../../js/webgl-test-utils.js"> </script> |
| 15 | +</head> |
| 16 | +<body> |
| 17 | +<canvas id="example" width="4" height="4"></canvas> |
| 18 | +<div id="description"></div> |
| 19 | +<div id="console"></div> |
| 20 | +<script> |
| 21 | +"use strict"; |
| 22 | +description(document.title); |
| 23 | +var wtu = WebGLTestUtils; |
| 24 | + |
| 25 | +var gl; |
| 26 | + |
| 27 | +// This test runs only under WebGL 1.0. WebGL 2.0 follows GLSL ES |
| 28 | +// 300's extension enabling and disabling rules. |
| 29 | +let contextVersion = wtu.getDefault3DContextVersion(); |
| 30 | +if (contextVersion != 1) { |
| 31 | + debug("Test only applies to WebGL 1.0."); |
| 32 | +} else { |
| 33 | + gl = wtu.create3DContext("example"); |
| 34 | + if (!gl) { |
| 35 | + testFailed("WebGL context creation failed"); |
| 36 | + } else { |
| 37 | + // Check for the extension. |
| 38 | + var ext = gl.getExtension("EXT_frag_depth"); |
| 39 | + if (!ext) { |
| 40 | + debug("EXT_frag_depth not supported, skipping test."); |
| 41 | + } else { |
| 42 | + runTests(); |
| 43 | + } |
| 44 | + } |
| 45 | +} |
| 46 | + |
| 47 | +function runTests() { |
| 48 | + var vsSource = ` |
| 49 | + attribute vec4 position; |
| 50 | + void main() { |
| 51 | + gl_Position = position; |
| 52 | + } |
| 53 | + `; |
| 54 | + |
| 55 | + // Case 1: LateEnableExtension (Should Succeed) |
| 56 | + // Test that in WebGL1, extensions can be enabled late in the shader. |
| 57 | + var fsSourceSuccess = ` |
| 58 | + precision mediump float; |
| 59 | + void main() |
| 60 | + { |
| 61 | + #extension GL_EXT_frag_depth : enable |
| 62 | + gl_FragDepthEXT = 1.0; |
| 63 | + } |
| 64 | + `; |
| 65 | + |
| 66 | + // Case 2: LateDisableExtension - Case A (Should Fail) |
| 67 | + // Test that in WebGL1, even though an extension can be enabled late in the shader, it cannot be disabled late. |
| 68 | + var fsSourceFailA = ` |
| 69 | + #extension GL_EXT_frag_depth : enable |
| 70 | + precision mediump float; |
| 71 | + void main() |
| 72 | + { |
| 73 | + gl_FragDepthEXT = 1.0; |
| 74 | + #extension GL_EXT_frag_depth : disable |
| 75 | + } |
| 76 | + `; |
| 77 | + |
| 78 | + // Case 3: LateDisableExtension - Case B (Should Fail) |
| 79 | + // Test that in WebGL1, even though an extension can be enabled late in the shader, it cannot be disabled late. |
| 80 | + var fsSourceFailB = ` |
| 81 | + #extension GL_EXT_frag_depth : enable |
| 82 | + precision mediump float; |
| 83 | + void main() |
| 84 | + { |
| 85 | + gl_FragDepthEXT = 1.0; |
| 86 | + } |
| 87 | + #extension all : disable |
| 88 | + `; |
| 89 | + |
| 90 | + runShaderTest(vsSource, fsSourceSuccess, true, "LateEnableExtension (Should Succeed)"); |
| 91 | + runShaderTest(vsSource, fsSourceFailA, false, "LateDisableExtension Case A (Should Fail)"); |
| 92 | + runShaderTest(vsSource, fsSourceFailB, false, "LateDisableExtension Case B (Should Fail)"); |
| 93 | +} |
| 94 | + |
| 95 | +function runShaderTest(vsSource, fsSource, shouldSucceed, desc) { |
| 96 | + debug(""); |
| 97 | + debug("Testing: " + desc); |
| 98 | + var vs = gl.createShader(gl.VERTEX_SHADER); |
| 99 | + gl.shaderSource(vs, vsSource); |
| 100 | + gl.compileShader(vs); |
| 101 | + var vsCompileStatus = gl.getShaderParameter(vs, gl.COMPILE_STATUS); |
| 102 | + |
| 103 | + var fs = gl.createShader(gl.FRAGMENT_SHADER); |
| 104 | + gl.shaderSource(fs, fsSource); |
| 105 | + gl.compileShader(fs); |
| 106 | + var fsCompileStatus = gl.getShaderParameter(fs, gl.COMPILE_STATUS); |
| 107 | + |
| 108 | + var programLinked = false; |
| 109 | + var program = null; |
| 110 | + |
| 111 | + if (vsCompileStatus && fsCompileStatus) { |
| 112 | + program = gl.createProgram(); |
| 113 | + gl.attachShader(program, vs); |
| 114 | + gl.attachShader(program, fs); |
| 115 | + gl.linkProgram(program); |
| 116 | + programLinked = gl.getProgramParameter(program, gl.LINK_STATUS); |
| 117 | + } |
| 118 | + |
| 119 | + var overallSuccess = vsCompileStatus && fsCompileStatus && programLinked; |
| 120 | + |
| 121 | + if (shouldSucceed) { |
| 122 | + if (overallSuccess) { |
| 123 | + testPassed("Shader compiled and linked successfully as expected."); |
| 124 | + } else { |
| 125 | + testFailed("Shader failed to compile or link. VS compile: " + vsCompileStatus + |
| 126 | + ", FS compile: " + fsCompileStatus + ", Link: " + programLinked); |
| 127 | + if (!vsCompileStatus) debug("VS info log: " + gl.getShaderInfoLog(vs)); |
| 128 | + if (!fsCompileStatus) debug("FS info log: " + gl.getShaderInfoLog(fs)); |
| 129 | + if (program && !programLinked) debug("Program info log: " + gl.getProgramInfoLog(program)); |
| 130 | + } |
| 131 | + } else { |
| 132 | + if (!overallSuccess) { |
| 133 | + testPassed("Shader compilation or linking failed as expected. VS compile: " + vsCompileStatus + |
| 134 | + ", FS compile: " + fsCompileStatus + ", Link: " + programLinked); |
| 135 | + } else { |
| 136 | + testFailed("Shader compiled and linked successfully, but it should have failed."); |
| 137 | + } |
| 138 | + } |
| 139 | + |
| 140 | + // Cleanup |
| 141 | + if (program) { |
| 142 | + gl.detachShader(program, vs); |
| 143 | + gl.detachShader(program, fs); |
| 144 | + gl.deleteProgram(program); |
| 145 | + } |
| 146 | + gl.deleteShader(vs); |
| 147 | + gl.deleteShader(fs); |
| 148 | +} |
| 149 | + |
| 150 | +var successfullyParsed = true; |
| 151 | +</script> |
| 152 | +<script src="../../../js/js-test-post.js"></script> |
| 153 | +</body> |
| 154 | +</html> |
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