diff options
author | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 23:29:50 +0200 |
---|---|---|
committer | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 23:31:02 +0200 |
commit | 70dd5e7c66b1fe3f82e5b4db2406050baba15f05 (patch) | |
tree | 3f012200ef3c934f33db1a4ef2b790fae3141860 /gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp | |
parent | 3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff) | |
parent | 8481fa25d246f1968d0a254ee3c6cdd82c60781a (diff) | |
download | UXP-70dd5e7c66b1fe3f82e5b4db2406050baba15f05.tar UXP-70dd5e7c66b1fe3f82e5b4db2406050baba15f05.tar.gz UXP-70dd5e7c66b1fe3f82e5b4db2406050baba15f05.tar.lz UXP-70dd5e7c66b1fe3f82e5b4db2406050baba15f05.tar.xz UXP-70dd5e7c66b1fe3f82e5b4db2406050baba15f05.zip |
Merge branch 'ANGLE-rollback'
This resolves #624
Note: Cherry-picked some fixes on top of the ANGLE version that we want to keep.
Diffstat (limited to 'gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp')
-rwxr-xr-x | gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp | 22 |
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) |