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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-illegal-default-precision.frag.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/misc/shader-with-illegal-default-precision.frag.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html new file mode 100644 index 0000000000..04902c50db --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html @@ -0,0 +1,238 @@ +<!-- +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="fragmentShaderVoid" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump void; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBool" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bool; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderVec2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump vec2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderVec3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump vec3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderVec4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump vec4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBvec2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bvec2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBvec3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bvec3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBvec4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bvec4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderIvec2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump ivec2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderIvec3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump ivec3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderIvec4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump ivec4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderMat2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump mat2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderMat3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump mat3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderMat4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump mat4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runTests([ + { + fShaderId: 'fragmentShaderVoid', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for void should fail' + }, + { + fShaderId: 'fragmentShaderBool', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bool should fail' + }, + { + fShaderId: 'fragmentShaderVec2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec2 should fail' + }, + { + fShaderId: 'fragmentShaderVec3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec3 should fail' + }, + { + fShaderId: 'fragmentShaderVec4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec4 should fail' + }, + { + fShaderId: 'fragmentShaderBvec2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec2 should fail' + }, + { + fShaderId: 'fragmentShaderBvec3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec3 should fail' + }, + { + fShaderId: 'fragmentShaderBvec4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec4 should fail' + }, + { + fShaderId: 'fragmentShaderIvec2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec2 should fail' + }, + { + fShaderId: 'fragmentShaderIvec3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec3 should fail' + }, + { + fShaderId: 'fragmentShaderIvec4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec4 should fail' + }, + { + fShaderId: 'fragmentShaderMat2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat2 should fail' + }, + { + fShaderId: 'fragmentShaderMat3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat3 should fail' + }, + { + fShaderId: 'fragmentShaderMat4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat4 should fail' + } +]); +var successfullyParsed = true; +</script> +</body> +</html> |