summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/misc/shader-precision-format.html
blob: d7d124d2c2d4d957f3c8f421f2b37f4c257ce794 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
<!--

/*
** 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 shader precision format test.</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description(document.title);
debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work.");
debug("");
var gl = wtu.create3DContext("canvas");

function verifyShaderPrecisionFormat(shadertype, precisiontype) {
    shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' +
                 precisiontype + ') instanceof WebGLShaderPrecisionFormat');
}

debug("");
debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object.");
debug("");

verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT');
verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT');
verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT');
verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT');
verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT');
verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT');
verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT');
verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT');
verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT');
verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT');
verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT');
verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT');

debug("");
debug("Test that getShaderPrecisionFormat throws an error with invalid parameters.");
debug("");

wtu.shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)');

debug("");
debug("Test that WebGLShaderPrecisionFormat values are sensible.");
debug("");

// The minimum values are from OpenGL ES Shading Language spec, section 4.5.

var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1');
shouldBeTrue('shaderPrecisionFormat.precision >= 8');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14');
shouldBeTrue('shaderPrecisionFormat.precision >= 10');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62');
shouldBeTrue('shaderPrecisionFormat.precision >= 16');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8');
shouldBeTrue('shaderPrecisionFormat.precision == 0');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10');
shouldBeTrue('shaderPrecisionFormat.precision == 0');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16');
shouldBeTrue('shaderPrecisionFormat.precision == 0');

var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1');
shouldBeTrue('shaderPrecisionFormat.precision >= 8');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14');
shouldBeTrue('shaderPrecisionFormat.precision >= 10');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8');
shouldBeTrue('shaderPrecisionFormat.precision == 0');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT);
shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10');
shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10');
shouldBeTrue('shaderPrecisionFormat.precision == 0');

debug("");
debug("Test optional highp support in fragment shaders.");
debug("");

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 62 && shaderPrecisionFormat.rangeMax >= 62 && shaderPrecisionFormat.precision >= 16)');

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT);
shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 16 && shaderPrecisionFormat.rangeMax >= 16 && shaderPrecisionFormat.precision == 0)');

debug("");
debug("Test that getShaderPrecisionFormat returns the same thing every call.");
debug("");

shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin');
shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax');
shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision');

finishTest();
</script>

</body>
</html>