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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 /testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.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 'testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html')
-rw-r--r-- | testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html b/testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html new file mode 100644 index 000000000..ed1571ede --- /dev/null +++ b/testing/web-platform/tests/webgl/conformance-1.0.3/conformance/glsl/constructors/glsl-construct-vec-mat-corner-cases.html @@ -0,0 +1,218 @@ +<!-- + +/* +** Copyright (c) 2014 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=/resources/testharness.js></script> +<script src=/resources/testharnessreport.js></script> +<script src="../../../resources/js-test-pre.js"></script> +<script src="../../resources/webgl-test-utils.js"></script> +<script src="../../resources/glsl-conformance-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> + +<script id="vsVec4Mat2Add" type="text/something-not-javascript"> +void main() +{ + mat2 m1 = mat2(1.0, 2.0, 3.0, 4.0); + mat2 m2 = mat2(0); + vec4 v = vec4(m1 + m2); + gl_Position = v; +} +</script> +<script id="fsVec4Mat3Add" type="text/something-not-javascript"> +precision mediump float; +void main() +{ + mat3 m1 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); + mat3 m2 = mat3(0); + vec4 v = vec4(m1 + m2); + gl_FragColor = v; +} +</script> + +<script id="vsMat2Vec4Sub" type="text/something-not-javascript"> +void main() +{ + vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 v2 = vec4(0); + mat2 m = mat2(v1 - v2); + gl_Position = vec4(1.0, m); +} +</script> +<script id="fsMat3Vec4AddSub" type="text/something-not-javascript"> +precision mediump float; +void main() +{ + vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 v2 = vec4(0); + mat3 m = mat3(v1 + v2, 5.0, v1 - v2); + gl_FragColor = vec4(m); +} +</script> + +<script id="vsVec4Mat2Func" type="text/something-not-javascript"> +mat2 f(mat2 a) +{ + return a; +} +void main() +{ + mat2 m = mat2(1.0, 2.0, 3.0, 4.0); + vec4 v = vec4(f(m)); + gl_Position = vec4(1.0, v); +} +</script> +<script id="fsVec4Mat3Func" type="text/something-not-javascript"> +precision mediump float; +mat3 f(mat3 a) +{ + return a; +} +void main() +{ + mat3 m = mat3(0); + vec4 v = vec4(f(m)); + gl_FragColor = v; +} +</script> + +<script id="vsMat2Vec4Func" type="text/something-not-javascript"> +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec4 v = vec4(1.0, 2.0, 3.0, 4.0); + mat2 m = mat2(f(v)); + gl_Position = vec4(1.0, m); +} +</script> +<script id="fsMat3Vec4Func" type="text/something-not-javascript"> +precision mediump float; +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec4 v1 = vec4(1.0, 2.0, 3.0, 4.0); + vec4 v2 = vec4(0); + mat3 m = mat3(f(v1), 5.0, f(v2)); + gl_FragColor = vec4(m); +} +</script> + +<script id="vsMat4VecMultiple" type="text/something-not-javascript"> +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec2 v2 = vec2(1.0, 2.0); + vec3 v3 = vec3(1.0, 2.0, 3.0); + vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0); + mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4)); + gl_Position = vec4(1.0, m); +} +</script> +<script id="fsMat4VecMultiple" type="text/something-not-javascript"> +precision mediump float; +vec4 f(vec4 a) +{ + return a; +} +void main() +{ + vec2 v2 = vec2(1.0, 2.0); + vec3 v3 = vec3(1.0, 2.0, 3.0); + vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0); + mat4 m = mat4(0.0, v2, 1.0, v3 + vec3(1), 2.0, vec4(0), f(v4)); + gl_FragColor = vec4(m); +} +</script> + +<script> +"use strict"; +var wtu = WebGLTestUtils; +var tests = []; + +tests.push({ + vShaderSource: wtu.getScript("vsVec4Mat2Add"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsVec4Mat3Add"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vec(mat +/- mat) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsMat2Vec4Sub"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsMat3Vec4AddSub"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "mat(vec +/- vec) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsVec4Mat2Func"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsVec4Mat3Func"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "vec(func(mat)) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsMat2Vec4Func"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsMat3Vec4Func"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "mat(func(vec)) works ok", +}); +tests.push({ + vShaderSource: wtu.getScript("vsMat4VecMultiple"), + vShaderSuccess: true, + fShaderSource: wtu.getScript("fsMat4VecMultiple"), + fShaderSuccess: true, + linkSuccess: true, + passMsg: "mat4(float, vec2, float, vec3+vec3, float, vec4, f(vec4)) works ok", +}); + +GLSLConformanceTester.runTests(tests); +var successfullyParsed = true; +</script> +</body> +</html> |