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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>Default precision qualifiers should only work with int, float and sampler types</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>
<!-- See ESSL 3.00 section 4.5.4 -->
<script id="precisionVec" type="x-shader/x-fragment">#version 300 es
precision mediump float;
precision mediump vec2;
out vec4 my_FragColor;
void main() {
    my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script id="precisionVoid" type="x-shader/x-fragment">#version 300 es
precision mediump float;
precision mediump void;
out vec4 my_FragColor;
void main() {
    my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script id="precisionUint" type="x-shader/x-fragment">#version 300 es
precision mediump float;
precision mediump uint;
out vec4 my_FragColor;
void main() {
    my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description();
GLSLConformanceTester.runTests([
  {
    fShaderId: "precisionVec",
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "default precision qualifier shouldn't work with vec2"
  },
  {
    fShaderId: "precisionVoid",
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "default precision qualifier shouldn't work with void"
  },
  {
    fShaderId: "precisionUint",
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "default precision qualifier shouldn't work with uint"
  }
], 2);
</script>
</body>
</html>