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<!--

/*
** Copyright (c) 2014 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=/resources/testharness.js></script>
<script src=/resources/testharnessreport.js></script>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"></script>
<script src="../../resources/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexTest" type="text/something-not-javascript">
// parsing boolean variables with precision should fail
void main() {
  mediump $(type) fail = $(initializer);
  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fragmentTest" type="text/something-not-javascript">
// parsing boolean variables with precision should fail
void main() {
  mediump $(type) fail = $(initializer);
  gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;

var types = ['bool', 'bvec2', 'bvec3', 'bvec4'];
var tests = [];
var vTestSource = wtu.getScript("vertexTest");
var fTestSource = wtu.getScript("fragmentTest");

for (var i = 0; i < types.length; ++i) {
    var initializer = 'true';
    if (types[i] !== 'bool') {
        initializer = types[i] + "(true";
        for (var j = 0; j < i; ++j) {
            initializer += ", true";
        }
        initializer += ")";
    }
    var subs = {type: types[i], initializer: initializer};
    tests.push({
        vShaderSource: wtu.replaceParams(vTestSource, subs),
        vShaderSuccess: false,
        passMsg: "vertex shader with a " + types[i] + " variable with precision should fail."
    });
    tests.push({
        fShaderSource: wtu.replaceParams(fTestSource, subs),
        fShaderSuccess: false,
        passMsg: "fragment shader with a " + types[i] + " variable with precision should fail."
    });
}
GLSLConformanceTester.runTests(tests);

var successfullyParsed = true;
</script>
</body>
</html>