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/misc/shader-precision-format.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/misc/shader-precision-format.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/misc/shader-precision-format.html | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/misc/shader-precision-format.html b/dom/canvas/test/webgl-conf/checkout/conformance/misc/shader-precision-format.html new file mode 100644 index 000000000..d7d124d2c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/misc/shader-precision-format.html @@ -0,0 +1,158 @@ +<!-- + +/* +** 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 shader precision format test.</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> +</head> +<body> +<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +var wtu = WebGLTestUtils; +description(document.title); +debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); +debug(""); +var gl = wtu.create3DContext("canvas"); + +function verifyShaderPrecisionFormat(shadertype, precisiontype) { + shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + + precisiontype + ') instanceof WebGLShaderPrecisionFormat'); +} + +debug(""); +debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object."); +debug(""); + +verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT'); +verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT'); +verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT'); +verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT'); +verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT'); +verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT'); +verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT'); +verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT'); +verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT'); +verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT'); +verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT'); +verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT'); + +debug(""); +debug("Test that getShaderPrecisionFormat throws an error with invalid parameters."); +debug(""); + +wtu.shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)'); + +debug(""); +debug("Test that WebGLShaderPrecisionFormat values are sensible."); +debug(""); + +// The minimum values are from OpenGL ES Shading Language spec, section 4.5. + +var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); +shouldBeTrue('shaderPrecisionFormat.precision >= 8'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); +shouldBeTrue('shaderPrecisionFormat.precision >= 10'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62'); +shouldBeTrue('shaderPrecisionFormat.precision >= 16'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); +shouldBeTrue('shaderPrecisionFormat.precision == 0'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); +shouldBeTrue('shaderPrecisionFormat.precision == 0'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16'); +shouldBeTrue('shaderPrecisionFormat.precision == 0'); + +var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); +shouldBeTrue('shaderPrecisionFormat.precision >= 8'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); +shouldBeTrue('shaderPrecisionFormat.precision >= 10'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); +shouldBeTrue('shaderPrecisionFormat.precision == 0'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT); +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); +shouldBeTrue('shaderPrecisionFormat.precision == 0'); + +debug(""); +debug("Test optional highp support in fragment shaders."); +debug(""); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); +shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 62 && shaderPrecisionFormat.rangeMax >= 62 && shaderPrecisionFormat.precision >= 16)'); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT); +shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 16 && shaderPrecisionFormat.rangeMax >= 16 && shaderPrecisionFormat.precision == 0)'); + +debug(""); +debug("Test that getShaderPrecisionFormat returns the same thing every call."); +debug(""); + +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); +var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); +shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin'); +shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax'); +shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision'); + +finishTest(); +</script> + +</body> +</html> + + |