Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2011 Mozilla Foundation. All rights reserved. |
michael@0 | 3 | Use of this source code is governed by a BSD-style license that can be |
michael@0 | 4 | found in the LICENSE file. |
michael@0 | 5 | --> |
michael@0 | 6 | <!DOCTYPE html> |
michael@0 | 7 | <html> |
michael@0 | 8 | <head> |
michael@0 | 9 | <meta charset="utf-8"> |
michael@0 | 10 | <title>WebGL shader precision format test.</title> |
michael@0 | 11 | <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
michael@0 | 12 | <script src="../../resources/js-test-pre.js"></script> |
michael@0 | 13 | <script src="../resources/webgl-test.js"> </script> |
michael@0 | 14 | <script src="../resources/webgl-test-utils.js"> </script> |
michael@0 | 15 | </head> |
michael@0 | 16 | <body> |
michael@0 | 17 | <canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
michael@0 | 18 | <div id="description"></div> |
michael@0 | 19 | <div id="console"></div> |
michael@0 | 20 | <script> |
michael@0 | 21 | var wtu = WebGLTestUtils; |
michael@0 | 22 | description(document.title); |
michael@0 | 23 | debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); |
michael@0 | 24 | debug(""); |
michael@0 | 25 | var gl = wtu.create3DContext("canvas"); |
michael@0 | 26 | |
michael@0 | 27 | function verifyShaderPrecisionFormat(shadertype, precisiontype) { |
michael@0 | 28 | shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + |
michael@0 | 29 | precisiontype + ') instanceof WebGLShaderPrecisionFormat'); |
michael@0 | 30 | } |
michael@0 | 31 | |
michael@0 | 32 | if (gl.getShaderPrecisionFormat == null || typeof gl.getShaderPrecisionFormat != 'function') { |
michael@0 | 33 | debug("getShaderPrecisionFormat() function not found."); |
michael@0 | 34 | } else { |
michael@0 | 35 | debug(""); |
michael@0 | 36 | debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object."); |
michael@0 | 37 | debug(""); |
michael@0 | 38 | |
michael@0 | 39 | verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT'); |
michael@0 | 40 | verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT'); |
michael@0 | 41 | verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT'); |
michael@0 | 42 | verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT'); |
michael@0 | 43 | verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT'); |
michael@0 | 44 | verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT'); |
michael@0 | 45 | verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT'); |
michael@0 | 46 | verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT'); |
michael@0 | 47 | verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT'); |
michael@0 | 48 | verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT'); |
michael@0 | 49 | verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT'); |
michael@0 | 50 | verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT'); |
michael@0 | 51 | |
michael@0 | 52 | debug(""); |
michael@0 | 53 | debug("Test that getShaderPrecisionFormat throws an error with invalid parameters."); |
michael@0 | 54 | debug(""); |
michael@0 | 55 | |
michael@0 | 56 | shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)'); |
michael@0 | 57 | |
michael@0 | 58 | debug(""); |
michael@0 | 59 | debug("Test that WebGLShaderPrecisionFormat values are sensible."); |
michael@0 | 60 | debug(""); |
michael@0 | 61 | |
michael@0 | 62 | var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
michael@0 | 63 | shouldBeTrue('shaderPrecisionFormat.rangeMin >= 0 && shaderPrecisionFormat.rangeMin <= 128'); |
michael@0 | 64 | shouldBeTrue('shaderPrecisionFormat.rangeMax >= 0 && shaderPrecisionFormat.rangeMax <= 128'); |
michael@0 | 65 | shouldBeTrue('shaderPrecisionFormat.precision >= 0 && shaderPrecisionFormat.precision <= 128'); |
michael@0 | 66 | |
michael@0 | 67 | debug(""); |
michael@0 | 68 | debug("Test that getShaderPrecisionFormat returns the same thing every call."); |
michael@0 | 69 | debug(""); |
michael@0 | 70 | |
michael@0 | 71 | var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
michael@0 | 72 | shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin'); |
michael@0 | 73 | shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax'); |
michael@0 | 74 | shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision'); |
michael@0 | 75 | } |
michael@0 | 76 | |
michael@0 | 77 | finishTest(); |
michael@0 | 78 | </script> |
michael@0 | 79 | |
michael@0 | 80 | </body> |
michael@0 | 81 | </html> |
michael@0 | 82 | |
michael@0 | 83 |