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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>Bug - the precision qualifier of a constant variable should affect the precision of a consuming operation</title> |
| <link rel="stylesheet" href="../../../resources/js-test-style.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="fshader" type="x-shader/x-fragment"> |
| // It is assumed that uTest is set to 0. It's here to make the expression not constant. |
| uniform mediump float uTest; |
| |
| void main() { |
| // exact representation of 4096.5 requires 13 bits of relative precision. |
| const highp float c = 4096.5; |
| mediump float a = 0.0; |
| // Below, addition should be evaluated at highp, since one of the operands has the highp qualifier. |
| // Thus fract should also be evaluated at highp. |
| // See OpenGL ES Shading Language spec section 4.5.2. |
| // This should make the result 0.5, since highp provides at least 16 bits of relative precision. |
| // (exceptions for operation precision are allowed for a small number of computationally |
| // intensive built-in functions, but it is reasonable to think that fract is not one of those). |
| // However, if fract() is incorrectly evaluated at minimum precision fulfilling mediump criteria, |
| // or at IEEE half float precision, the result is 0.0. |
| a = fract(c + uTest); |
| |
| // Multiply by 2.0 to make the color green. |
| gl_FragColor = vec4(0.0, 2.0 * a, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderNoConstants" type="x-shader/x-fragment"> |
| // This shader has the same functionality as the one above, but it doesn't contain |
| // operations that can be constant folded at compile-time. |
| // It's here to provide a point of comparison. |
| uniform mediump float uTest; |
| uniform highp float uTestHigh; |
| |
| void main() { |
| highp float c = 4096.5 + uTestHigh; |
| mediump float a = 0.0; |
| a = fract(c + uTest); |
| gl_FragColor = vec4(0.0, 2.0 * a, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshaderAllHighp" type="x-shader/x-fragment"> |
| // This shader has the same functionality as the one above, but it only uses highp. |
| // It's here to provide a point of comparison. |
| uniform highp float uTest; |
| |
| void main() { |
| highp float c = 4096.5 + uTest; |
| highp float a = 0.0; |
| a = fract(c + uTest); |
| gl_FragColor = vec4(0.0, 2.0 * a, 0.0, 1.0); |
| } |
| </script> |
| <script type="application/javascript"> |
| "use strict"; |
| description(); |
| |
| function test() { |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext(); |
| if (!gl) { |
| testFailed("context does not exist"); |
| finishTest(); |
| return; |
| } |
| if (gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision == 0) { |
| testPassed("highp precision not supported"); |
| finishTest(); |
| } else { |
| GLSLConformanceTester.runRenderTests([ |
| { |
| fShaderId: 'fshader', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'The precision qualifier of a constant affects built-in function results', |
| uniforms: [{name: "uTest", functionName: "uniform1f", value: 0}] |
| }, |
| { |
| fShaderId: 'fshaderNoConstants', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'The precision qualifier of a variable affects built-in function results', |
| uniforms: [{name: "uTest", functionName: "uniform1f", value: 0}, |
| {name: "uTestHigh", functionName: "uniform1f", value: 0}] |
| }, |
| { |
| fShaderId: 'fshaderAllHighp', |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: 'All variables are qualified as highp', |
| uniforms: [{name: "uTest", functionName: "uniform1f", value: 0}] |
| }, |
| ]); |
| } |
| }; |
| |
| test(); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |