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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/misc/shader-with-global-variable-precision-mismatch.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 '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-global-variable-precision-mismatch.html | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-global-variable-precision-mismatch.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-global-variable-precision-mismatch.html new file mode 100644 index 0000000000..6303915f30 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-global-variable-precision-mismatch.html @@ -0,0 +1,128 @@ +<!-- +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="fshaderWithMediumpGlobal" type="text/something-not-javascript"> +// There is no default float precision in fragment shaders, so specify mediump. +precision mediump float; + +uniform vec4 foo; + +void main() +{ + gl_FragColor = foo; +} +</script> +<script id="fshaderWithMediumpGlobalInt" type="text/something-not-javascript"> +// Default precision for int in fragment shaders is mediump. +uniform int foo; + +void main() +{ + gl_FragColor = vec4(foo, 0, 0, 1); +} +</script> +<script id="fshaderWithMediumpGlobalStruct" type="text/something-not-javascript"> +// There is no default float precision in fragment shaders, so specify mediump. +precision mediump float; + +struct foo +{ + vec4 bar; +}; + +uniform foo baz; + +void main() +{ + gl_FragColor = baz.bar; +} +</script> +<script id="vshaderWithHighpGlobal" type="x-shader/x-vertex"> +// Default precision for vertex shaders is highp. +uniform vec4 foo; + +void main() { + gl_Position = foo; +} +</script> +<script id="vshaderWithHighpGlobalInt" type="x-shader/x-vertex"> +// Default precision for int in vertex shaders is highp. +uniform int foo; + +void main() { + gl_Position = vec4(foo, 0, 0, 1); +} +</script> +<script id="vshaderWithHighpGlobalStruct" type="x-shader/x-vertex"> +// Default precision for vertex shaders is highp. +struct foo +{ + vec4 bar; +}; + +uniform foo baz; + +void main() +{ + gl_Position = baz.bar; +} +</script> +<script> +"use strict"; +description("Checks shaders with global variables and precision qualifier mismatch."); + +var wtu = WebGLTestUtils; + +var glslTests = []; + +glslTests.push({ + vShaderId: 'vshaderWithHighpGlobal', + vShaderSuccess: true, + fShaderId: 'fshaderWithMediumpGlobal', + fShaderSuccess: true, + linkSuccess: false, + passMsg: "mismatching precision for uniforms causes link error (as expected)", +}); + +glslTests.push({ + vShaderId: 'vshaderWithHighpGlobalInt', + vShaderSuccess: true, + fShaderId: 'fshaderWithMediumpGlobalInt', + fShaderSuccess: true, + linkSuccess: false, + passMsg: "mismatching precision for int uniforms with default precision causes link error (as expected)", +}); + +glslTests.push({ + vShaderId: 'vshaderWithHighpGlobalStruct', + vShaderSuccess: true, + fShaderId: 'fshaderWithMediumpGlobalStruct', + fShaderSuccess: true, + linkSuccess: false, + passMsg: "mismatching precision for structure uniforms causes link error (as expected)", +}); + +GLSLConformanceTester.runTests(glslTests); + +debug(""); +var successfullyParsed = true; +</script> +</body> +</html> |