| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL shader precision format test.</title> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"> </script> |
| <script src="resources/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| if (window.initNonKhronosFramework) { |
| window.initNonKhronosFramework(true); |
| } |
| |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| var wtu = WebGLTestUtils; |
| description(document.title); |
| debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); |
| debug(""); |
| var gl = create3DContext(document.getElementById("canvas")); |
| |
| function verifyShaderPrecisionFormat(shadertype, precisiontype) { |
| shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + |
| precisiontype + ') instanceof WebGLShaderPrecisionFormat'); |
| } |
| |
| debug(""); |
| debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object."); |
| debug(""); |
| |
| verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT'); |
| verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT'); |
| verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT'); |
| verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT'); |
| verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT'); |
| verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT'); |
| verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT'); |
| verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT'); |
| verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT'); |
| verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT'); |
| verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT'); |
| verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT'); |
| |
| debug(""); |
| debug("Test that getShaderPrecisionFormat throws an error with invalid parameters."); |
| debug(""); |
| |
| shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)'); |
| |
| debug(""); |
| debug("Test that WebGLShaderPrecisionFormat values are sensible."); |
| debug(""); |
| |
| // The minimum values are from OpenGL ES Shading Language spec, section 4.5. |
| |
| var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); |
| shouldBeTrue('shaderPrecisionFormat.precision >= 8'); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); |
| shouldBeTrue('shaderPrecisionFormat.precision >= 10'); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62'); |
| shouldBeTrue('shaderPrecisionFormat.precision >= 16'); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); |
| shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); |
| shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16'); |
| shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
| |
| debug(""); |
| debug("Test that getShaderPrecisionFormat returns the same thing every call."); |
| debug(""); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
| var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
| shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin'); |
| shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax'); |
| shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision'); |
| |
| finishTest(); |
| </script> |
| |
| </body> |
| </html> |
| |
| |