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<!--
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>