1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
|
<!--
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>WebGL GLSL Conformance Tests</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="fragmentShaderVoid" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump void;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderBool" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bool;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderVec2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump vec2;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderVec3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump vec3;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderVec4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump vec4;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderBvec2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bvec2;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderBvec3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bvec3;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderBvec4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bvec4;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderIvec2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump ivec2;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderIvec3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump ivec3;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderIvec4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump ivec4;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderMat2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump mat2;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderMat3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump mat3;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script id="fragmentShaderMat4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump mat4;
void main()
{
mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragColor = color;
}
</script>
<script>
"use strict";
GLSLConformanceTester.runTests([
{
fShaderId: 'fragmentShaderVoid',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for void should fail'
},
{
fShaderId: 'fragmentShaderBool',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for bool should fail'
},
{
fShaderId: 'fragmentShaderVec2',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for vec2 should fail'
},
{
fShaderId: 'fragmentShaderVec3',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for vec3 should fail'
},
{
fShaderId: 'fragmentShaderVec4',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for vec4 should fail'
},
{
fShaderId: 'fragmentShaderBvec2',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for bvec2 should fail'
},
{
fShaderId: 'fragmentShaderBvec3',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for bvec3 should fail'
},
{
fShaderId: 'fragmentShaderBvec4',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for bvec4 should fail'
},
{
fShaderId: 'fragmentShaderIvec2',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for ivec2 should fail'
},
{
fShaderId: 'fragmentShaderIvec3',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for ivec3 should fail'
},
{
fShaderId: 'fragmentShaderIvec4',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for ivec4 should fail'
},
{
fShaderId: 'fragmentShaderMat2',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for mat2 should fail'
},
{
fShaderId: 'fragmentShaderMat3',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for mat3 should fail'
},
{
fShaderId: 'fragmentShaderMat4',
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'shader with default precision for mat4 should fail'
}
]);
var successfullyParsed = true;
</script>
</body>
</html>
|