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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/sampler-no-precision.html | 88 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/sampler-no-precision.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/sampler-no-precision.html new file mode 100644 index 0000000000..8205fa5c25 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/sampler-no-precision.html @@ -0,0 +1,88 @@ +<!-- +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 sampler with no precision qualifier 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="vshaderSamplerNoPrecision" type="x-shader/x-vertex">#version 300 es +precision mediump float; + +uniform $(samplerType) u_sampler; + +void main() { + gl_Position = vec4(0.0); +} +</script> +<script id="fshaderSamplerNoPrecision" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; +uniform $(samplerType) u_sampler; + +void main() { + my_FragColor = vec4(0.0); +} +</script> +<script type="application/javascript"> +"use strict"; +description("ESSL3 sampler with no precision qualifier should not compile."); + +var wtu = WebGLTestUtils; + +var fragmentShaderTemplate = wtu.getScript('fshaderSamplerNoPrecision'); +var vertexShaderTemplate = wtu.getScript('vshaderSamplerNoPrecision'); + +// ESSL 3.00.4 section 4.5.4 types with no predefined precision. +var samplerTypes = [ + 'sampler3D', + 'samplerCubeShadow', + 'sampler2DShadow', + 'sampler2DArray', + 'sampler2DArrayShadow', + 'isampler2D', + 'isampler3D', + 'isamplerCube', + 'isampler2DArray', + 'usampler2D', + 'usampler3D', + 'usamplerCube', + 'usampler2DArray' +]; + +var tests = []; + +for (var i = 0; i < samplerTypes.length; ++i) { + var type = samplerTypes[i]; + var vertexShaderSrc = wtu.replaceParams(vertexShaderTemplate, {'samplerType': type}); + tests.push({ + vShaderSource: vertexShaderSrc, + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'Vertex shader with a ' + type + ' uniform with no precision qualifier should not compile' + }); + var fragmentShaderSrc = wtu.replaceParams(fragmentShaderTemplate, {'samplerType': type}); + tests.push({ + fShaderSource: fragmentShaderSrc, + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'Fragment shader with a ' + type + ' uniform with no precision qualifier should not compile' + }); +} + +GLSLConformanceTester.runTests(tests, 2); +</script> +</body> +</html> |