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<!--

/*
** 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="fshaderWithMediumpGlobal" type="text/something-not-javascript">
// There is no default float precision in fragment shaders, so specify mediump.
precision mediump float;

uniform vec4 foo;

void main()
{
    gl_FragColor = foo;
}
</script>
<script id="fshaderWithMediumpGlobalInt" type="text/something-not-javascript">
// Default precision for int in fragment shaders is mediump.
uniform int foo;

void main()
{
    gl_FragColor = vec4(foo, 0, 0, 1);
}
</script>
<script id="fshaderWithMediumpGlobalStruct" type="text/something-not-javascript">
// There is no default float precision in fragment shaders, so specify mediump.
precision mediump float;

struct foo
{
   vec4 bar;
};

uniform foo baz;

void main()
{
    gl_FragColor = baz.bar;
}
</script>
<script id="vshaderWithHighpGlobal" type="x-shader/x-vertex">
// Default precision for vertex shaders is highp.
uniform vec4 foo;

void main() {
    gl_Position = foo;
}
</script>
<script id="vshaderWithHighpGlobalInt" type="x-shader/x-vertex">
// Default precision for int in vertex shaders is highp.
uniform int foo;

void main() {
    gl_Position = vec4(foo, 0, 0, 1);
}
</script>
<script id="vshaderWithHighpGlobalStruct" type="x-shader/x-vertex">
// Default precision for vertex shaders is highp.
struct foo
{
   vec4 bar;
};

uniform foo baz;

void main()
{
    gl_Position = baz.bar;
}
</script>
<script>
"use strict";
description("Checks shaders with global variables and precision qualifier mismatch.");

var wtu = WebGLTestUtils;

var glslTests = [];

glslTests.push({
  vShaderId: 'vshaderWithHighpGlobal',
  vShaderSuccess: true,
  fShaderId: 'fshaderWithMediumpGlobal',
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "mismatching precision for uniforms causes link error (as expected)",
});

glslTests.push({
  vShaderId: 'vshaderWithHighpGlobalInt',
  vShaderSuccess: true,
  fShaderId: 'fshaderWithMediumpGlobalInt',
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "mismatching precision for int uniforms with default precision causes link error (as expected)",
});

glslTests.push({
  vShaderId: 'vshaderWithHighpGlobalStruct',
  vShaderSuccess: true,
  fShaderId: 'fshaderWithMediumpGlobalStruct',
  fShaderSuccess: true,
  linkSuccess: false,
  passMsg: "mismatching precision for structure uniforms causes link error (as expected)",
});

GLSLConformanceTester.runTests(glslTests);

debug("");
var successfullyParsed = true;
</script>
</body>
</html>