summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/global-invariant-does-not-leak-across-shaders.html
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/global-invariant-does-not-leak-across-shaders.html77
1 files changed, 77 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/global-invariant-does-not-leak-across-shaders.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/global-invariant-does-not-leak-across-shaders.html
new file mode 100644
index 0000000000..b02622bb29
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/bugs/global-invariant-does-not-leak-across-shaders.html
@@ -0,0 +1,77 @@
+<!--
+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>Global invariant does not leak across shaders</title>
+<link rel="stylesheet" href="../../../resources/js-test-style.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="InvariantVertex" type="x-shader/x-vertex">
+#pragma STDGL invariant(all)
+
+void main()
+{
+ gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
+}
+</script>
+<script id="Fragment" type="x-shader/x-fragment">
+precision mediump float;
+
+void main()
+{
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+}
+</script>
+<script id="VertexWithVarying" type="x-shader/x-vertex">
+varying vec2 testVarying;
+
+void main() {
+ gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
+ testVarying = vec2(0.0, 0.0);
+}
+</script>
+<script id="FragmentWithVarying" type="x-shader/x-fragment">
+precision mediump float;
+varying vec2 testVarying;
+
+void main()
+{
+ gl_FragColor = vec4(testVarying, 0.0, 1.0);
+}
+</script>
+<script type="text/javascript">
+"use strict";
+description("The use of the global invariant pragma in one shader must not affect other shaders.");
+
+GLSLConformanceTester.runTests([
+ {
+ vShaderId: "InvariantVertex",
+ vShaderSuccess: true,
+ fShaderId: "Fragment",
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Shaders using global invariant pragma should compile and link."
+ },
+ {
+ vShaderId: "VertexWithVarying",
+ vShaderSuccess: true,
+ fShaderId: "FragmentWithVarying",
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Shaders not using global invariant pragma should compile and link."
+ },
+]);
+</script>
+</body>
+</html>