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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html new file mode 100644 index 000000000..c3e082460 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-illegal-default-precision.vert.html @@ -0,0 +1,245 @@ +<!-- + +/* +** 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="vertexShaderVoid" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump void; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBool" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bool; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderVec2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump vec2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderVec3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump vec3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderVec4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump vec4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBvec2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bvec2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBvec3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bvec3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderBvec4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump bvec4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderIvec2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump ivec2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderIvec3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump ivec3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderIvec4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump ivec4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderMat2" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump mat2; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderMat3" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump mat3; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="vertexShaderMat4" type="text/something-not-javascript"> +// vertex shader with default precision for illegal type should fail +precision mediump mat4; +attribute vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script> +"use strict"; +GLSLConformanceTester.runTests([ + { vShaderId: 'vertexShaderVoid', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for void should fail' + }, + { vShaderId: 'vertexShaderBool', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bool should fail' + }, + { vShaderId: 'vertexShaderVec2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec2 should fail' + }, + { vShaderId: 'vertexShaderVec3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec3 should fail' + }, + { vShaderId: 'vertexShaderVec4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for vec4 should fail' + }, + { vShaderId: 'vertexShaderBvec2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec2 should fail' + }, + { vShaderId: 'vertexShaderBvec3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec3 should fail' + }, + { vShaderId: 'vertexShaderBvec4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for bvec4 should fail' + }, + { vShaderId: 'vertexShaderIvec2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec2 should fail' + }, + { vShaderId: 'vertexShaderIvec3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec3 should fail' + }, + { vShaderId: 'vertexShaderIvec4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for ivec4 should fail' + }, + { vShaderId: 'vertexShaderMat2', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat2 should fail' + }, + { vShaderId: 'vertexShaderMat3', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat3 should fail' + }, + { vShaderId: 'vertexShaderMat4', + vShaderSuccess: false, + linkSuccess: false, + passMsg: 'shader with default precision for mat4 should fail' + } +]); +var successfullyParsed = true; +</script> +</body> +</html> |