blob: 4574846469c0f191f5c6e2f36aeb285bf0a48dfb [file] [log] [blame]
<!--
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="fshaderWithHighPrecision" type="text/something-not-javascript">
precision highp float;
uniform vec4 constantColor;
void main()
{
gl_FragColor = constantColor;
}
</script>
<script id="fshaderWhichCompilesWithHighp" type="text/something-not-javascript">
#ifdef GL_FRAGMENT_PRECISION_HIGH
// Something which compiles
#else
somethingWhichDoesNotCompile();
#endif
void main()
{
gl_FragColor = vec4(0, 0, 0, 1);
}
</script>
<script id="fshaderWhichCompilesWithoutHighp" type="text/something-not-javascript">
#ifndef GL_FRAGMENT_PRECISION_HIGH
// Something which compiles
#else
somethingWhichDoesNotCompile();
#endif
void main()
{
gl_FragColor = vec4(0, 0, 0, 1);
}
</script>
<script>
"use strict";
description("Checks that getShaderPrecisionFormat's return value matches whether highp is supported in fragment shaders.");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var precision = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
var highpSupported = (precision.rangeMin >= 62 && precision.rangeMax >= 62 && precision.precision >= 16);
debug("highp is" + (highpSupported ? "" : " not") + " supported in fragment shaders");
GLSLConformanceTester.runTests([
{
fShaderId: 'fshaderWithHighPrecision',
fShaderSuccess: highpSupported,
linkSuccess: highpSupported,
passMsg: "getShaderPrecisionFormat's results agree with highp support in fragment shaders",
},
{
fShaderId: highpSupported ? 'fshaderWhichCompilesWithHighp' : 'fshaderWhichCompilesWithoutHighp',
fShaderSuccess: true,
linkSuccess: true,
passMsg: "getShaderPrecisionFormat's results agree with definition of GL_FRAGMENT_PRECISION_HIGH",
},
]);
debug("");
var successfullyParsed = true;
</script>
</body>
</html>