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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/variables/glsl-built-ins.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/variables/glsl-built-ins.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/variables/glsl-built-ins.html | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/variables/glsl-built-ins.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/variables/glsl-built-ins.html new file mode 100644 index 0000000000..32c3f8f5e1 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/variables/glsl-built-ins.html @@ -0,0 +1,106 @@ +<!-- +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 built in variables Conformance Test</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> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<canvas id="example" width="2" height="2"> </canvas> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec4 a_position; +void main() +{ + gl_Position = a_position; +} +</script> +<script id="vshaderCheck" type="x-shader/x-vertex"> +attribute vec4 a_position; +varying vec4 v_color; +void main() +{ + gl_Position = a_position; + v_color = (gl_$(name) == $(max)) ? vec4(0,1,0,1) : vec4(1,0,0,1); +} +</script> +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +varying vec4 v_color; +void main() +{ + gl_FragColor = v_color; +} +</script> +<script id="fshaderCheck" type="x-shader/x-fragment"> +precision mediump float; +void main() +{ + gl_FragColor = (gl_$(name) == $(max)) ? vec4(0,1,0,1) : vec4(1,0,0,1); +} +</script> +<script> +"use strict"; +description(); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +var contextVersion = wtu.getDefault3DContextVersion(); + +var variables = [ + { name: 'MaxVertexAttribs', min: 8, }, + { name: 'MaxVertexUniformVectors', min: 128, }, + { name: 'MaxVaryingVectors', min: 8, }, + { name: 'MaxVertexTextureImageUnits', min: 0, }, + { name: 'MaxCombinedTextureImageUnits', min: 8, }, + { name: 'MaxTextureImageUnits', min: 8, }, + { name: 'MaxFragmentUniformVectors', min: 16, }, +]; + +if (contextVersion <= 1) { + variables.push({ name: 'MaxDrawBuffers', min: 1, max: 1}); +} else { + variables.push({ name: 'MaxDrawBuffers', min: 1, }); +} + +var toUnderscore = function(str) { + return str.replace(/([a-z])([A-Z])/g, function (g) { return g[0] + "_" + g[1].toUpperCase() }).toUpperCase(); +}; + +var shaderPairs = [ + [wtu.getScript("vshader"), wtu.getScript("fshaderCheck")], + [wtu.getScript("vshaderCheck"), wtu.getScript("fshader")], +]; + +wtu.setupUnitQuad(gl); + +variables.forEach(function(variable) { + debug(""); + debug("Testing gl_" + variable.name); + if (!variable.max) { + variable.max = gl.getParameter(gl[toUnderscore(variable.name)]); + expectTrue(variable.max >= variable.min, "gl.getParameter(gl." + toUnderscore(variable.name) + ") >= " + variable.min); + } + shaderPairs.forEach(function(pair) { + var shaders = [wtu.replaceParams(pair[0], variable), wtu.replaceParams(pair[1], variable)]; + var program = wtu.setupProgram(gl, shaders, ["a_position"], undefined, true); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); + }); +}); + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> + |