<!DOCTYPE HTML> <title>WebGL test: `highp` support</title> <script src="/tests/SimpleTest/SimpleTest.js"></script> <link rel="stylesheet" href="/tests/SimpleTest/test.css"> <script src="driver-info.js"></script> <script src="webgl-util.js"></script> <script id="shader-vs" type="x-shader/x-vertex"> void main(void) { gl_Position = vec4(vec3(0.0), 1.0); } </script> <script id="shader-fs" type="x-shader/x-fragment"> precision highp float; void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } </script> <body> <canvas id="c"></canvas> <script> // Give ourselves a scope to return early from: (function() { var gl = WebGLUtil.getWebGL('c'); if (!gl) { todo(false, 'WebGL is unavailable.'); return; } // Catch actual WebGLUtil errors, not GL errors. function errorFunc(str) { ok(false, 'Error: ' + str); } WebGLUtil.setErrorFunc(errorFunc); function checkGLError(func, info) { var error = gl.getError(); var prefix = info ? ('[' + info + '] ') : '' func(!error, prefix + 'gl.getError should be 0x0, was 0x' + error.toString(16) + '.'); } var format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); var prog = WebGLUtil.createProgramByIds(gl, 'shader-vs', 'shader-fs'); checkGLError(ok); if (format) { ok(prog, 'Frag shader with unconditional `precision highp float` should ' + 'link if `getShaderPrecisionFormat` gives a format for it.'); } else { ok(!prog, 'Frag shader with unconditional `precision highp float` should ' + 'NOT link if `getShaderPrecisionFormat` gives NO format for it.'); } })(); </script>