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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html new file mode 100644 index 0000000000..d203731012 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html @@ -0,0 +1,74 @@ +<!-- +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>Invariant does not leak across shaders</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> +<script src="../../../js/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script id="InvariantVertex" type="x-shader/x-vertex"> +varying vec4 v_varying; +invariant v_varying; + +void main() +{ + gl_Position = v_varying; +} +</script> +<script id="InvariantFragment" type="x-shader/x-fragment"> +precision mediump float; +invariant varying vec4 v_varying; + +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="VertexWithVarying" type="x-shader/x-vertex"> +varying vec4 v_varying; + +void main() { + gl_Position = v_varying; +} +</script> +<script type="text/javascript"> +"use strict"; +description("The use of the invariant qualifier in one shader must not affect other shaders."); + +debug(""); +debug("This is a deliberate subset of conformance/glsl/misc/shaders-with-invariance.html."); +debug("Compared with the original tests, order of the tests is different."); +debug("This test covers an ANGLE bug. See crbug.com/634813."); + +GLSLConformanceTester.runTests([ + { + vShaderId: "InvariantVertex", + vShaderSuccess: true, + fShaderId: "InvariantFragment", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "Shaders using invariant qualifier should compile and link." + }, + { + vShaderId: "VertexWithVarying", + vShaderSuccess: true, + fShaderId: "InvariantFragment", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with variant varying and fragment shader with invariant varying must fail" + }, +]); +</script> +</body> +</html> |