| <!-- |
| 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>Positive tests for the use of the invariant qualifier and pragma</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="vertexShaderInvariant" type="text/something-not-javascript">#version 300 es |
| precision mediump float; |
| invariant out vec4 v_varying; |
| |
| void main() |
| { |
| v_varying = vec4(0.0, 0.0, 0.0, 1.0); |
| gl_Position = v_varying; |
| } |
| </script> |
| <script id="vertexShaderSeparateInvariant" type="text/something-not-javascript">#version 300 es |
| precision mediump float; |
| out vec4 v_varying; |
| invariant v_varying; |
| |
| void main() |
| { |
| v_varying = vec4(0.0, 0.0, 0.0, 1.0); |
| gl_Position = v_varying; |
| } |
| </script> |
| <script id="vertexShaderGlobalInvariant" type="text/something-not-javascript">#version 300 es |
| #pragma STDGL invariant(all) |
| precision mediump float; |
| out vec4 v_varying; |
| |
| void main() |
| { |
| v_varying = vec4(0.0, 0.0, 0.0, 1.0); |
| gl_Position = v_varying; |
| } |
| </script> |
| <script id="fragmentShaderVariant" type="text/something-not-javascript">#version 300 es |
| precision mediump float; |
| |
| in vec4 v_varying; |
| out vec4 my_color; |
| |
| void main() |
| { |
| my_color = v_varying; |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description(); |
| GLSLConformanceTester.runTests([ |
| { |
| vShaderId: "vertexShaderInvariant", |
| vShaderSuccess: true, |
| fShaderId: "fragmentShaderVariant", |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: "vertex shader with invariant varying and fragment shader with variant varying must succeed", |
| }, |
| { |
| vShaderId: "vertexShaderGlobalInvariant", |
| vShaderSuccess: true, |
| fShaderId: "fragmentShaderVariant", |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: "vertex shader with invariant (global setting) varying and fragment shader with variant varying must succeed", |
| }, |
| { |
| vShaderId: "vertexShaderSeparateInvariant", |
| vShaderSuccess: true, |
| fShaderId: "fragmentShaderVariant", |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: "vertex shader with invariant (separately set) varying and fragment shader with variant varying must succeed", |
| }, |
| ], 2); |
| </script> |
| </body> |
| </html> |