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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/shaders-with-invariance.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/shaders-with-invariance.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shaders-with-invariance.html | 332 |
1 files changed, 332 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shaders-with-invariance.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shaders-with-invariance.html new file mode 100644 index 0000000000..205d78cee4 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shaders-with-invariance.html @@ -0,0 +1,332 @@ +<!-- +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="vertexShaderVariant" type="text/something-not-javascript"> +varying vec4 v_varying; + +void main() +{ + gl_PointSize = 1.0; + gl_Position = v_varying; +} +</script> +<script id="vertexShaderInvariant" type="text/something-not-javascript"> +invariant varying vec4 v_varying; + +void main() +{ + gl_Position = v_varying; +} +</script> +<script id="vertexShaderSeparateInvariant" type="text/something-not-javascript"> +varying vec4 v_varying; +invariant v_varying; + +void main() +{ + gl_Position = v_varying; +} +</script> +<script id="vertexShaderSeparateInvariantWrongOrder" type="text/something-not-javascript"> +invariant v_varying; +varying vec4 v_varying; + +void main() +{ + gl_Position = v_varying; +} +</script> +<script id="vertexShaderGlobalInvariant" type="text/something-not-javascript"> +#pragma STDGL invariant(all) +varying vec4 v_varying; + +void main() +{ + gl_Position = v_varying; +} +</script> +<script id="vertexShaderInvariantGlPosition" type="text/something-not-javascript"> +invariant gl_Position; + +void main() +{ + gl_Position = vec4(0, 0, 0, 0); +} +</script> +<script id="vertexShaderInvariantGlPointSize" type="text/something-not-javascript"> +invariant gl_PointSize; + +void main() +{ + gl_PointSize = 1.0; + gl_Position = vec4(0, 0, 0, 0); +} +</script> +<script id="fragmentShaderVariant" type="text/something-not-javascript"> +precision mediump float; + +varying vec4 v_varying; + +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="fragmentShaderInvariant" type="text/something-not-javascript"> +precision mediump float; + +invariant varying vec4 v_varying; + +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="fragmentShaderSeparateInvariant" type="text/something-not-javascript"> +precision mediump float; + +varying vec4 v_varying; +invariant v_varying; + +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="fragmentShaderSeparateInvariantWrongOrder" type="text/something-not-javascript"> +precision mediump float; + +invariant v_varying; +varying vec4 v_varying; + +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="fragmentShaderGlobalInvariant" type="text/something-not-javascript"> +#pragma STDGL invariant(all) +precision mediump float; + +varying vec4 v_varying; + +void main() +{ + gl_FragColor = v_varying; +} +</script> +<script id="fragmentShaderInvariantGlFragCoord" type="text/something-not-javascript"> +invariant gl_FragCoord; + +void main() +{ + gl_FragColor = gl_FragCoord; +} +</script> +<script id="fragmentShaderVariantGlFragCoord" type="text/something-not-javascript"> +void main() +{ + gl_FragColor = gl_FragCoord; +} +</script> +<script id="fragmentShaderInvariantGlPointCoord" type="text/something-not-javascript"> +invariant gl_PointCoord; + +void main() +{ + gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0); +} +</script> +<script id="fragmentShaderVariantGlPointCoord" type="text/something-not-javascript"> +void main() +{ + gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0); +} +</script> +<script id="fragmentShaderInvariantGlFrontFacing" type="text/something-not-javascript"> +invariant gl_FrontFacing; + +void main() +{ + gl_FragColor = gl_FrontFacing ? vec4(1, 1, 1, 1) : vec4(0, 0, 0, 1); +} +</script> +<script id="fragmentShaderVariantGlFrontFacing" type="text/something-not-javascript"> +void main() +{ + gl_FragColor = gl_FrontFacing ? vec4(1, 1, 1, 1) : vec4(0, 0, 0, 1); +} +</script> +<script> +// GLSL 1.0.17 4.3.5 +"use strict"; +// See GLSL ES spec 1.0.17 section 4.6.4 "Invariance and linkage". +var cases = [ + { + vShaderId: "vertexShaderVariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariant", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with variant varying and fragment shader with invariant varying must fail", + }, + { + vShaderId: "vertexShaderInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariant", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with invariant varying and fragment shader with variant varying must fail", + }, + { + vShaderId: "vertexShaderGlobalInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariant", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with invariant (global setting) varying and fragment shader with variant varying must fail", + }, + { + vShaderId: "vertexShaderGlobalInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant (global setting) varying and fragment shader with invariant varying must succeed", + }, + { + vShaderId: "vertexShaderSeparateInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant (separately set) varying and fragment shader with invariant varying must succeed", + }, + { + vShaderId: "vertexShaderInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderSeparateInvariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant varying and fragment shader with invariant (separately set) varying must succeed", + }, + { + vShaderId: "vertexShaderSeparateInvariantWrongOrder", + vShaderSuccess: false, + fShaderId: "fragmentShaderInvariant", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with invariant (separately set in wrong order) varying must fail", + }, + { + vShaderId: "vertexShaderInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderSeparateInvariantWrongOrder", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "fragment shader with invariant (separately set in wrong order) varying must fail", + }, + { + vShaderId: "vertexShaderInvariantGlPosition", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariantGlFragCoord", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant gl_Position and fragment shader with invariant gl_FragCoord must succeed", + }, + { + vShaderId: "vertexShaderVariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariantGlFragCoord", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with variant gl_Position and fragment shader with invariant gl_FragCoord must fail", + }, + { + vShaderId: "vertexShaderInvariantGlPosition", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariantGlFragCoord", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant gl_Position and fragment shader with variant gl_FragCoord must succeed", + }, + { + vShaderId: "vertexShaderInvariantGlPointSize", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariantGlPointCoord", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant gl_PointSize and fragment shader with invariant gl_PointCoord must succeed", + }, + { + vShaderId: "vertexShaderVariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariantGlPointCoord", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with variant gl_PointSize and fragment shader with invariant gl_PointCoord must fail", + }, + { + vShaderId: "vertexShaderInvariantGlPointSize", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariantGlPointCoord", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant gl_PointSize and fragment shader with variant gl_PointCoord must succeed", + }, + { + vShaderId: "vertexShaderVariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariantGlFrontFacing", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "fragment shader with variant gl_FrontFacing must succeed compilation", + }, + { + vShaderId: "vertexShaderVariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderInvariantGlFrontFacing", + fShaderSuccess: false, + linkSuccess: false, + passMsg: "fragment shader with invariant gl_FrontFacing must fail compilation", + }, + { + vShaderId: "vertexShaderVariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderGlobalInvariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with variant varying and fragment shader with invariant (global setting) varying must succeed", + }, + { + vShaderId: "vertexShaderInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderGlobalInvariant", + fShaderSuccess: true, + linkSuccess: false, + passMsg: "vertex shader with invariant varying and fragment shader with invariant (global setting) varying must fail", + } +]; + +GLSLConformanceTester.runTests(cases); +var successfullyParsed = true; +</script> +</body> +</html> |