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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-precision-format-obeyed.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-precision-format-obeyed.html | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-precision-format-obeyed.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-precision-format-obeyed.html new file mode 100644 index 0000000000..4574846469 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-precision-format-obeyed.html @@ -0,0 +1,83 @@ +<!-- +Copyright (c) 2019 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 GLSL Conformance Tests</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"></script> +<script src="../../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="fshaderWithHighPrecision" type="text/something-not-javascript"> +precision highp float; +uniform vec4 constantColor; + +void main() +{ + gl_FragColor = constantColor; +} +</script> +<script id="fshaderWhichCompilesWithHighp" type="text/something-not-javascript"> +#ifdef GL_FRAGMENT_PRECISION_HIGH +// Something which compiles +#else +somethingWhichDoesNotCompile(); +#endif + +void main() +{ + gl_FragColor = vec4(0, 0, 0, 1); +} +</script> +<script id="fshaderWhichCompilesWithoutHighp" type="text/something-not-javascript"> +#ifndef GL_FRAGMENT_PRECISION_HIGH +// Something which compiles +#else +somethingWhichDoesNotCompile(); +#endif + +void main() +{ + gl_FragColor = vec4(0, 0, 0, 1); +} +</script> +<script> +"use strict"; +description("Checks that getShaderPrecisionFormat's return value matches whether highp is supported in fragment shaders."); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext(); +var precision = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); +var highpSupported = (precision.rangeMin >= 62 && precision.rangeMax >= 62 && precision.precision >= 16); +debug("highp is" + (highpSupported ? "" : " not") + " supported in fragment shaders"); + +GLSLConformanceTester.runTests([ +{ + fShaderId: 'fshaderWithHighPrecision', + fShaderSuccess: highpSupported, + linkSuccess: highpSupported, + passMsg: "getShaderPrecisionFormat's results agree with highp support in fragment shaders", +}, +{ + fShaderId: highpSupported ? 'fshaderWhichCompilesWithHighp' : 'fshaderWhichCompilesWithoutHighp', + fShaderSuccess: true, + linkSuccess: true, + passMsg: "getShaderPrecisionFormat's results agree with definition of GL_FRAGMENT_PRECISION_HIGH", +}, +]); + +debug(""); +var successfullyParsed = true; +</script> +</body> +</html> |