diff options
author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
---|---|---|
committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html | 259 |
1 files changed, 259 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html new file mode 100644 index 000000000..9bfcaeee5 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.frag.html @@ -0,0 +1,259 @@ +<!-- + +/* +** Copyright (c) 2012 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +--> + +<!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="fragmentShaderVoid" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump void; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBool" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bool; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderVec2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump vec2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderVec3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump vec3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderVec4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump vec4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBvec2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bvec2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBvec3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bvec3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderBvec4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump bvec4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderIvec2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump ivec2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderIvec3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump ivec3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderIvec4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump ivec4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderMat2" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump mat2; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderMat3" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump mat3; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script id="fragmentShaderMat4" type="text/something-not-javascript"> +// fragment shader with default precision for illegal type should fail +precision mediump mat4; +void main() +{ + mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = color; +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runTests([ + { + fShaderId: 'fragmentShaderVoid', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for void should fail' + }, + { + fShaderId: 'fragmentShaderBool', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bool should fail' + }, + { + fShaderId: 'fragmentShaderVec2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec2 should fail' + }, + { + fShaderId: 'fragmentShaderVec3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec3 should fail' + }, + { + fShaderId: 'fragmentShaderVec4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec4 should fail' + }, + { + fShaderId: 'fragmentShaderBvec2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec2 should fail' + }, + { + fShaderId: 'fragmentShaderBvec3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec3 should fail' + }, + { + fShaderId: 'fragmentShaderBvec4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec4 should fail' + }, + { + fShaderId: 'fragmentShaderIvec2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec2 should fail' + }, + { + fShaderId: 'fragmentShaderIvec3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec3 should fail' + }, + { + fShaderId: 'fragmentShaderIvec4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec4 should fail' + }, + { + fShaderId: 'fragmentShaderMat2', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat2 should fail' + }, + { + fShaderId: 'fragmentShaderMat3', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat3 should fail' + }, + { + fShaderId: 'fragmentShaderMat4', + fShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat4 should fail' + } +]); +var successfullyParsed = true; +</script> +</body> +</html> |