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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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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/conformance2/glsl3/valid-invariant.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/conformance2/glsl3/valid-invariant.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/valid-invariant.html | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/valid-invariant.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/valid-invariant.html new file mode 100644 index 000000000..87354dc8b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/valid-invariant.html @@ -0,0 +1,116 @@ +<!-- + +/* +** Copyright (c) 2016 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>Positive tests for the use of the invariant qualifier and pragma</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="vertexShaderInvariant" type="text/something-not-javascript">#version 300 es +precision mediump float; +invariant out vec4 v_varying; + +void main() +{ + v_varying = vec4(0.0, 0.0, 0.0, 1.0); + gl_Position = v_varying; +} +</script> +<script id="vertexShaderSeparateInvariant" type="text/something-not-javascript">#version 300 es +precision mediump float; +out vec4 v_varying; +invariant v_varying; + +void main() +{ + v_varying = vec4(0.0, 0.0, 0.0, 1.0); + gl_Position = v_varying; +} +</script> +<script id="vertexShaderGlobalInvariant" type="text/something-not-javascript">#version 300 es +#pragma STDGL invariant(all) +precision mediump float; +out vec4 v_varying; + +void main() +{ + v_varying = vec4(0.0, 0.0, 0.0, 1.0); + gl_Position = v_varying; +} +</script> +<script id="fragmentShaderVariant" type="text/something-not-javascript">#version 300 es +precision mediump float; + +in vec4 v_varying; +out vec4 my_color; + +void main() +{ + my_color = v_varying; +} +</script> +<script type="application/javascript"> +"use strict"; +description(); +GLSLConformanceTester.runTests([ + { + vShaderId: "vertexShaderInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant varying and fragment shader with variant varying must succeed", + }, + { + vShaderId: "vertexShaderGlobalInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant (global setting) varying and fragment shader with variant varying must succeed", + }, + { + vShaderId: "vertexShaderSeparateInvariant", + vShaderSuccess: true, + fShaderId: "fragmentShaderVariant", + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vertex shader with invariant (separately set) varying and fragment shader with variant varying must succeed", + }, +], 2); +</script> +</body> +</html> |