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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.vert.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.vert.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html | 224 |
1 files changed, 224 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html new file mode 100644 index 0000000000..5710fddfd5 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html @@ -0,0 +1,224 @@ +<!-- +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="vertexShaderVoid" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump void; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBool" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bool; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderVec2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump vec2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderVec3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump vec3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderVec4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump vec4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBvec2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bvec2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBvec3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bvec3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBvec4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bvec4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderIvec2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump ivec2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderIvec3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump ivec3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderIvec4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump ivec4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderMat2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump mat2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderMat3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump mat3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderMat4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump mat4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runTests([ + { vShaderId: 'vertexShaderVoid', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for void should fail' + }, + { vShaderId: 'vertexShaderBool', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bool should fail' + }, + { vShaderId: 'vertexShaderVec2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec2 should fail' + }, + { vShaderId: 'vertexShaderVec3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec3 should fail' + }, + { vShaderId: 'vertexShaderVec4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec4 should fail' + }, + { vShaderId: 'vertexShaderBvec2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec2 should fail' + }, + { vShaderId: 'vertexShaderBvec3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec3 should fail' + }, + { vShaderId: 'vertexShaderBvec4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec4 should fail' + }, + { vShaderId: 'vertexShaderIvec2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec2 should fail' + }, + { vShaderId: 'vertexShaderIvec3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec3 should fail' + }, + { vShaderId: 'vertexShaderIvec4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec4 should fail' + }, + { vShaderId: 'vertexShaderMat2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat2 should fail' + }, + { vShaderId: 'vertexShaderMat3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat3 should fail' + }, + { vShaderId: 'vertexShaderMat4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat4 should fail' + } +]); +var successfullyParsed = true; +</script> +</body> +</html> |