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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/essl3-shaders-with-webgl1.html
@@ -0,0 +1,138 @@
+<!--
+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>Browser bug - WebGL 1 context should not accept OpenGL ES 3 shading language shaders</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="ES1VertexShader" type="x-shader/x-vertex">
+precision mediump float;
+attribute vec4 aPosition;
+
+void main() {
+ gl_Position = aPosition;
+}
+</script>
+<script id="ES1FragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+
+void main() {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+</script>
+<!-- Note that the version directive should be on the very first line in ESSL 3, see ESSL 3 section 3.3 -->
+<script id="ES3VertexShader" type="x-shader/x-vertex">#version 300 es
+precision mediump float;
+in vec4 aPosition;
+
+void main() {
+ gl_Position = aPosition;
+}
+</script>
+<script id="ES3FragmentShader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+out vec4 my_FragColor;
+
+void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+</script>
+<script id="emptyES3FragmentShader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+void main() {
+}
+</script>
+<script id="vertexShaderWithInQualifier" type="x-shader/x-vertex">
+precision mediump float;
+in vec4 aPosition;
+
+void main() {
+ gl_Position = aPosition;
+}
+</script>
+<script id="fragmentShaderWithOutQualifier" type="x-shader/x-fragment">
+precision mediump float;
+out vec4 my_FragColor;
+
+void main() {
+ my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+}
+</script>
+<script type="application/javascript">
+"use strict";
+description("OpenGL ES 3 shading language shaders should not be accepted by WebGL 1.");
+GLSLConformanceTester.runTests([
+ {
+ vShaderId: "ES3VertexShader",
+ vShaderSuccess: false,
+ fShaderId: "ES1FragmentShader",
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "OpenGL ES 3 shading language vertex shader with an in variable should not be accepted by WebGL 1."
+ },
+ {
+ vShaderId: "ES1VertexShader",
+ vShaderSuccess: true,
+ fShaderId: "ES3FragmentShader",
+ fShaderSuccess: false,
+ linkSuccess: false,
+ passMsg: "OpenGL ES 3 shading language fragment shader with an out variable should not be accepted by WebGL 1."
+ },
+ {
+ vShaderId: "ES1VertexShader",
+ vShaderSuccess: true,
+ fShaderId: "emptyES3FragmentShader",
+ fShaderSuccess: false,
+ linkSuccess: false,
+ passMsg: "OpenGL ES 3 shading language fragment shader with an empty body should not be accepted by WebGL 1."
+ },
+ {
+ vShaderId: "ES3VertexShader",
+ vShaderSuccess: false,
+ fShaderId: "ES3FragmentShader",
+ fShaderSuccess: false,
+ linkSuccess: false,
+ passMsg: "OpenGL ES 3 shading language shaders should not be linked by WebGL 1."
+ },
+ {
+ vShaderId: "ES3VertexShader",
+ vShaderSuccess: false,
+ fShaderId: "emptyES3FragmentShader",
+ fShaderSuccess: false,
+ linkSuccess: false,
+ passMsg: "OpenGL ES 3 shading language shaders including fragment shader with empty body should not be linked by WebGL 1."
+ },
+ {
+ vShaderId: "vertexShaderWithInQualifier",
+ vShaderSuccess: false,
+ fShaderId: "ES1FragmentShader",
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "Vertex shader with an in qualifier on a global variable should not be accepted by WebGL 1."
+ },
+ {
+ vShaderId: "ES1VertexShader",
+ vShaderSuccess: true,
+ fShaderId: "fragmentShaderWithOutQualifier",
+ fShaderSuccess: false,
+ linkSuccess: false,
+ passMsg: "Fragment shader with an out qualifier on a global variable should not be accepted by WebGL 1."
+ }
+]);
+var successfullyParsed = true;
+</script>
+</body>
+</html>