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<!--
/*
** Copyright (c) 2015 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
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** 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>GLSL sampler with no precision qualifier 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>
<script src="../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vshaderSamplerNoPrecision" type="x-shader/x-vertex">#version 300 es
precision mediump float;
uniform $(samplerType) u_sampler;
void main() {
gl_Position = vec4(0.0);
}
</script>
<script id="fshaderSamplerNoPrecision" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 my_FragColor;
uniform $(samplerType) u_sampler;
void main() {
my_FragColor = vec4(0.0);
}
</script>
<script type="application/javascript">
"use strict";
description("ESSL3 sampler with no precision qualifier should not compile.");
var wtu = WebGLTestUtils;
var fragmentShaderTemplate = wtu.getScript('fshaderSamplerNoPrecision');
var vertexShaderTemplate = wtu.getScript('vshaderSamplerNoPrecision');
// ESSL 3.00.4 section 4.5.4 types with no predefined precision.
var samplerTypes = [
'sampler3D',
'samplerCubeShadow',
'sampler2DShadow',
'sampler2DArray',
'sampler2DArrayShadow',
'isampler2D',
'isampler3D',
'isamplerCube',
'isampler2DArray',
'usampler2D',
'usampler3D',
'usamplerCube',
'usampler2DArray'
];
var tests = [];
for (var i = 0; i < samplerTypes.length; ++i) {
var type = samplerTypes[i];
var vertexShaderSrc = wtu.replaceParams(vertexShaderTemplate, {'samplerType': type});
tests.push({
vShaderSource: vertexShaderSrc,
vShaderSuccess: false,
linkSuccess: false,
passMsg: 'Vertex shader with a ' + type + ' uniform with no precision qualifier should not compile'
});
var fragmentShaderSrc = wtu.replaceParams(fragmentShaderTemplate, {'samplerType': type});
tests.push({
fShaderSource: fragmentShaderSrc,
fShaderSuccess: false,
linkSuccess: false,
passMsg: 'Fragment shader with a ' + type + ' uniform with no precision qualifier should not compile'
});
}
GLSLConformanceTester.runTests(tests, 2);
</script>
</body>
</html>
|