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<!DOCTYPE HTML>
<title>WebGL test: `highp` support</title>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css">
<script src="driver-info.js"></script>
<script src="webgl-util.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
void main(void) {
gl_Position = vec4(vec3(0.0), 1.0);
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision highp float;
void main(void) {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
</script>
<body>
<canvas id="c"></canvas>
<script>
// Give ourselves a scope to return early from:
(function() {
var gl = WebGLUtil.getWebGL('c');
if (!gl) {
todo(false, 'WebGL is unavailable.');
return;
}
// Catch actual WebGLUtil errors, not GL errors.
function errorFunc(str) {
ok(false, 'Error: ' + str);
}
WebGLUtil.setErrorFunc(errorFunc);
function checkGLError(func, info) {
var error = gl.getError();
var prefix = info ? ('[' + info + '] ') : ''
func(!error, prefix + 'gl.getError should be 0x0, was 0x' + error.toString(16) + '.');
}
var format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
var prog = WebGLUtil.createProgramByIds(gl, 'shader-vs', 'shader-fs');
checkGLError(ok);
if (format) {
ok(prog, 'Frag shader with unconditional `precision highp float` should ' +
'link if `getShaderPrecisionFormat` gives a format for it.');
} else {
ok(!prog, 'Frag shader with unconditional `precision highp float` should ' +
'NOT link if `getShaderPrecisionFormat` gives NO format for it.');
}
})();
</script>
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