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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/forward-declaration.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/forward-declaration.html | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/forward-declaration.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/forward-declaration.html new file mode 100644 index 0000000000..b3afcb846d --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/forward-declaration.html @@ -0,0 +1,90 @@ +<!-- +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>GLSL 3.00 forward declaration test</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="vertexShaderForwardDecl" type="x-shader/x-vertex">#version 300 es +precision mediump float; + +// Forward declaration. Breaks on Pixel C due to flattening of +// precision qualifiers. It seems the GLSL compiler can't handle the +// precision qualifier on the return value. +float identity(float val); + +float identity(float val) { + return val; +} + +void main(void) { + gl_Position = vec4(identity(1.0), 0.0, 0.0, 1.0); +} +</script> +<script id="vertexShader" type="x-shader/x-vertex">#version 300 es +void main(void) { + gl_Position = vec4(1.0, 0.0, 0.0, 1.0); +} +</script> +<script id="fragmentShader" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; +void main(void) { + my_FragColor = vec4(0.0, 1.0, 0.0, 1.0); +} +</script> +<script id="fragmentShaderForwardDecl" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +// Forward declaration. Breaks on Pixel C due to flattening of +// precision qualifiers. It seems the GLSL compiler can't handle the +// precision qualifier on the return value. +float identity(float val); + +float identity(float val) { + return val; +} + +out vec4 my_FragColor; +void main(void) { + my_FragColor = vec4(0.0, identity(1.0), 0.0, 1.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("Forward declarations of functions should succeed."); + +GLSLConformanceTester.runTests([ + { + vShaderId: "vertexShaderForwardDecl", + vShaderSuccess: true, + fShaderId: "fragmentShader", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with forward declaration must pass", + }, + { + vShaderId: "vertexShader", + vShaderSuccess: true, + fShaderId: "fragmentShaderForwardDecl", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "fragment shader with forward declaration must pass", + }, +], 2); +</script> +</body> +</html> |