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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="fragmentShaderVoid" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump void;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderBool" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bool;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderVec2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump vec2;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderVec3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump vec3;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderVec4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump vec4;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderBvec2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bvec2;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderBvec3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bvec3;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderBvec4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump bvec4;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderIvec2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump ivec2;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderIvec3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump ivec3;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderIvec4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump ivec4;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderMat2" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump mat2;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderMat3" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump mat3;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script id="fragmentShaderMat4" type="text/something-not-javascript">
// fragment shader with default precision for illegal type should fail
precision mediump mat4;
void main()
{
    mediump vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
</script>
<script>
"use strict";
GLSLConformanceTester.runTests([
    {
      fShaderId: 'fragmentShaderVoid',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for void should fail'
    },
    {
      fShaderId: 'fragmentShaderBool',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for bool should fail'
    },
    {
      fShaderId: 'fragmentShaderVec2',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for vec2 should fail'
    },
    {
      fShaderId: 'fragmentShaderVec3',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for vec3 should fail'
    },
    {
      fShaderId: 'fragmentShaderVec4',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for vec4 should fail'
    },
    {
      fShaderId: 'fragmentShaderBvec2',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for bvec2 should fail'
    },
    {
      fShaderId: 'fragmentShaderBvec3',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for bvec3 should fail'
    },
    {
      fShaderId: 'fragmentShaderBvec4',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for bvec4 should fail'
    },
    {
      fShaderId: 'fragmentShaderIvec2',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for ivec2 should fail'
    },
    {
      fShaderId: 'fragmentShaderIvec3',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for ivec3 should fail'
    },
    {
      fShaderId: 'fragmentShaderIvec4',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for ivec4 should fail'
    },
    {
      fShaderId: 'fragmentShaderMat2',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for mat2 should fail'
    },
    {
      fShaderId: 'fragmentShaderMat3',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for mat3 should fail'
    },
    {
      fShaderId: 'fragmentShaderMat4',
      fShaderSuccess: false,
      linkSuccess: false,
      passMsg: 'shader with default precision for mat4 should fail'
    }
]);
var successfullyParsed = true;
</script>
</body>
</html>