| <!-- |
| 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="fshaderWithMediumpGlobal" type="text/something-not-javascript"> |
| // There is no default float precision in fragment shaders, so specify mediump. |
| precision mediump float; |
| |
| uniform vec4 foo; |
| |
| void main() |
| { |
| gl_FragColor = foo; |
| } |
| </script> |
| <script id="fshaderWithMediumpGlobalInt" type="text/something-not-javascript"> |
| // Default precision for int in fragment shaders is mediump. |
| uniform int foo; |
| |
| void main() |
| { |
| gl_FragColor = vec4(foo, 0, 0, 1); |
| } |
| </script> |
| <script id="fshaderWithMediumpGlobalStruct" type="text/something-not-javascript"> |
| // There is no default float precision in fragment shaders, so specify mediump. |
| precision mediump float; |
| |
| struct foo |
| { |
| vec4 bar; |
| }; |
| |
| uniform foo baz; |
| |
| void main() |
| { |
| gl_FragColor = baz.bar; |
| } |
| </script> |
| <script id="vshaderWithHighpGlobal" type="x-shader/x-vertex"> |
| // Default precision for vertex shaders is highp. |
| uniform vec4 foo; |
| |
| void main() { |
| gl_Position = foo; |
| } |
| </script> |
| <script id="vshaderWithHighpGlobalInt" type="x-shader/x-vertex"> |
| // Default precision for int in vertex shaders is highp. |
| uniform int foo; |
| |
| void main() { |
| gl_Position = vec4(foo, 0, 0, 1); |
| } |
| </script> |
| <script id="vshaderWithHighpGlobalStruct" type="x-shader/x-vertex"> |
| // Default precision for vertex shaders is highp. |
| struct foo |
| { |
| vec4 bar; |
| }; |
| |
| uniform foo baz; |
| |
| void main() |
| { |
| gl_Position = baz.bar; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("Checks shaders with global variables and precision qualifier mismatch."); |
| |
| var wtu = WebGLTestUtils; |
| |
| var glslTests = []; |
| |
| glslTests.push({ |
| vShaderId: 'vshaderWithHighpGlobal', |
| vShaderSuccess: true, |
| fShaderId: 'fshaderWithMediumpGlobal', |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "mismatching precision for uniforms causes link error (as expected)", |
| }); |
| |
| glslTests.push({ |
| vShaderId: 'vshaderWithHighpGlobalInt', |
| vShaderSuccess: true, |
| fShaderId: 'fshaderWithMediumpGlobalInt', |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "mismatching precision for int uniforms with default precision causes link error (as expected)", |
| }); |
| |
| glslTests.push({ |
| vShaderId: 'vshaderWithHighpGlobalStruct', |
| vShaderSuccess: true, |
| fShaderId: 'fshaderWithMediumpGlobalStruct', |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "mismatching precision for structure uniforms causes link error (as expected)", |
| }); |
| |
| GLSLConformanceTester.runTests(glslTests); |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |