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authorwolfbeast <mcwerewolf@gmail.com>2018-07-18 08:24:24 +0200
committerwolfbeast <mcwerewolf@gmail.com>2018-07-18 08:24:24 +0200
commitfc61780b35af913801d72086456f493f63197da6 (patch)
treef85891288a7bd988da9f0f15ae64e5c63f00d493 /gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
parent69f7f9e5f1475891ce11cc4f431692f965b0cd30 (diff)
parent50d3e596bbe89c95615f96eb71f6bc5be737a1db (diff)
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Merge commit '50d3e596bbe89c95615f96eb71f6bc5be737a1db' into Basilisk-releasev2018.07.18
# Conflicts: # browser/app/profile/firefox.js # browser/components/preferences/jar.mn
Diffstat (limited to 'gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp')
-rwxr-xr-xgfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp22
1 files changed, 0 insertions, 22 deletions
diff --git a/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp b/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
index d1bee424a..dbaffa5d4 100755
--- a/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
+++ b/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
@@ -12,8 +12,6 @@
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
-using namespace sh;
-
class DebugShaderPrecisionTest : public MatchOutputCodeTest
{
public:
@@ -1025,23 +1023,3 @@ TEST_F(DebugShaderPrecisionTest, ModfOutParameter)
ASSERT_TRUE(foundInAllGLSLCode("modf(angle_frm(u), o)"));
ASSERT_TRUE(foundInHLSLCode("modf(angle_frm(_u), _o)"));
}
-
-#if defined(ANGLE_ENABLE_HLSL)
-// Tests precision emulation with HLSL 3.0 output -- should error gracefully.
-TEST(DebugShaderPrecisionNegativeTest, HLSL3Unsupported)
-{
- const std::string &shaderString =
- "precision mediump float;\n"
- "uniform float u;\n"
- "void main() {\n"
- " gl_FragColor = vec4(u);\n"
- "}\n";
- std::string infoLog;
- std::string translatedCode;
- ShBuiltInResources resources;
- sh::InitBuiltInResources(&resources);
- resources.WEBGL_debug_shader_precision = 1;
- ASSERT_FALSE(compileTestShader(GL_FRAGMENT_SHADER, SH_GLES3_SPEC, SH_HLSL_3_0_OUTPUT,
- shaderString, &resources, 0, &translatedCode, &infoLog));
-}
-#endif // defined(ANGLE_ENABLE_HLSL)