Thu, 15 Jan 2015 21:03:48 +0100
Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2011 The Chromium Authors. 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 GLSL Conformance Tests</title> |
michael@0 | 11 | <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
michael@0 | 12 | <link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/> |
michael@0 | 13 | <script src="../../../resources/js-test-pre.js"></script> |
michael@0 | 14 | <script src="../../resources/webgl-test-utils.js"></script> |
michael@0 | 15 | <script src="../../resources/glsl-conformance-test.js"></script> |
michael@0 | 16 | </head> |
michael@0 | 17 | <body> |
michael@0 | 18 | <div id="description"></div> |
michael@0 | 19 | <div id="console"></div> |
michael@0 | 20 | <script id="fragmentShaderAGreaterThanBCheckR" type="text/something-not-javascript"> |
michael@0 | 21 | // fragment shader with for scoping should succeed |
michael@0 | 22 | precision mediump float; |
michael@0 | 23 | void main() { |
michael@0 | 24 | float a = 3.0; |
michael@0 | 25 | float b = 2.0; |
michael@0 | 26 | float r = 0.0; |
michael@0 | 27 | float r0 = 0.5; |
michael@0 | 28 | float r1 = 1.0; |
michael@0 | 29 | float ab = a > b ? (r = r0, a) : (r = r1, b); |
michael@0 | 30 | // Output green if successful, red if not. |
michael@0 | 31 | gl_FragColor = ((r == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 32 | } |
michael@0 | 33 | </script> |
michael@0 | 34 | <script id="fragmentShaderAGreaterThanBCheckAB" type="text/something-not-javascript"> |
michael@0 | 35 | // fragment shader with for scoping should succeed |
michael@0 | 36 | precision mediump float; |
michael@0 | 37 | void main() { |
michael@0 | 38 | float a = 3.0; |
michael@0 | 39 | float b = 2.0; |
michael@0 | 40 | float r = 0.0; |
michael@0 | 41 | float r0 = 0.5; |
michael@0 | 42 | float r1 = 1.0; |
michael@0 | 43 | float ab = a > b ? (r = r0, a) : (r = r1, b); |
michael@0 | 44 | // Output green if successful, red if not. |
michael@0 | 45 | gl_FragColor = ((ab == a) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 46 | } |
michael@0 | 47 | </script> |
michael@0 | 48 | <script id="fragmentShaderAGreaterThanBCheckT0" type="text/something-not-javascript"> |
michael@0 | 49 | // fragment shader with for scoping should succeed |
michael@0 | 50 | precision mediump float; |
michael@0 | 51 | void main() { |
michael@0 | 52 | float a = 3.0; |
michael@0 | 53 | float b = 2.0; |
michael@0 | 54 | float t0 = 0.0; |
michael@0 | 55 | float t1 = 0.0; |
michael@0 | 56 | float r0 = 0.5; |
michael@0 | 57 | float r1 = 1.0; |
michael@0 | 58 | float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
michael@0 | 59 | // Output green if successful, red if not. |
michael@0 | 60 | gl_FragColor = ((t0 == r0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 61 | } |
michael@0 | 62 | </script> |
michael@0 | 63 | <script id="fragmentShaderAGreaterThanBCheckT1" type="text/something-not-javascript"> |
michael@0 | 64 | // fragment shader with for scoping should succeed |
michael@0 | 65 | precision mediump float; |
michael@0 | 66 | void main() { |
michael@0 | 67 | float a = 3.0; |
michael@0 | 68 | float b = 2.0; |
michael@0 | 69 | float t0 = 0.0; |
michael@0 | 70 | float t1 = 0.0; |
michael@0 | 71 | float r0 = 0.5; |
michael@0 | 72 | float r1 = 1.0; |
michael@0 | 73 | float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
michael@0 | 74 | // Output green if successful, red if not. |
michael@0 | 75 | gl_FragColor = ((t1 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 76 | } |
michael@0 | 77 | </script> |
michael@0 | 78 | <script id="fragmentShaderBGreaterThanACheckR" type="text/something-not-javascript"> |
michael@0 | 79 | // fragment shader with for scoping should succeed |
michael@0 | 80 | precision mediump float; |
michael@0 | 81 | void main() { |
michael@0 | 82 | float a = 2.0; |
michael@0 | 83 | float b = 3.0; |
michael@0 | 84 | float r = 0.0; |
michael@0 | 85 | float r0 = 0.5; |
michael@0 | 86 | float r1 = 1.0; |
michael@0 | 87 | float ab = a > b ? (r = r0, a) : (r = r1, b); |
michael@0 | 88 | // Output green if successful, red if not. |
michael@0 | 89 | gl_FragColor = ((r == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 90 | } |
michael@0 | 91 | </script> |
michael@0 | 92 | <script id="fragmentShaderBGreaterThanACheckAB" type="text/something-not-javascript"> |
michael@0 | 93 | // fragment shader with for scoping should succeed |
michael@0 | 94 | precision mediump float; |
michael@0 | 95 | void main() { |
michael@0 | 96 | float a = 2.0; |
michael@0 | 97 | float b = 3.0; |
michael@0 | 98 | float r = 0.0; |
michael@0 | 99 | float r0 = 0.5; |
michael@0 | 100 | float r1 = 1.0; |
michael@0 | 101 | float ab = a > b ? (r = r0, a) : (r = r1, b); |
michael@0 | 102 | // Output green if successful, red if not. |
michael@0 | 103 | gl_FragColor = ((ab == b) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 104 | } |
michael@0 | 105 | </script> |
michael@0 | 106 | <script id="fragmentShaderBGreaterThanACheckT0" type="text/something-not-javascript"> |
michael@0 | 107 | // fragment shader with for scoping should succeed |
michael@0 | 108 | precision mediump float; |
michael@0 | 109 | void main() { |
michael@0 | 110 | float a = 2.0; |
michael@0 | 111 | float b = 3.0; |
michael@0 | 112 | float t0 = 0.0; |
michael@0 | 113 | float t1 = 0.0; |
michael@0 | 114 | float r0 = 0.5; |
michael@0 | 115 | float r1 = 1.0; |
michael@0 | 116 | float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
michael@0 | 117 | // Output green if successful, red if not. |
michael@0 | 118 | gl_FragColor = ((t0 == 0.0) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 119 | } |
michael@0 | 120 | </script> |
michael@0 | 121 | <script id="fragmentShaderBGreaterThanACheckT1" type="text/something-not-javascript"> |
michael@0 | 122 | // fragment shader with for scoping should succeed |
michael@0 | 123 | precision mediump float; |
michael@0 | 124 | void main() { |
michael@0 | 125 | float a = 2.0; |
michael@0 | 126 | float b = 3.0; |
michael@0 | 127 | float t0 = 0.0; |
michael@0 | 128 | float t1 = 0.0; |
michael@0 | 129 | float r0 = 0.5; |
michael@0 | 130 | float r1 = 1.0; |
michael@0 | 131 | float ab = a > b ? (t0 = r0, a) : (t1 = r1, b); |
michael@0 | 132 | // Output green if successful, red if not. |
michael@0 | 133 | gl_FragColor = ((t1 == r1) ? vec4(0,1,0,1) : vec4(1,0,0,1)); |
michael@0 | 134 | } |
michael@0 | 135 | </script> |
michael@0 | 136 | <script> |
michael@0 | 137 | GLSLConformanceTester.runRenderTests([ |
michael@0 | 138 | { vShaderId: undefined, |
michael@0 | 139 | vShaderSuccess: true, |
michael@0 | 140 | fShaderId: 'fragmentShaderAGreaterThanBCheckR', |
michael@0 | 141 | fShaderSuccess: true, |
michael@0 | 142 | linkSuccess: true, |
michael@0 | 143 | passMsg: "comma based conditional assignment works", |
michael@0 | 144 | }, |
michael@0 | 145 | { vShaderId: undefined, |
michael@0 | 146 | vShaderSuccess: true, |
michael@0 | 147 | fShaderId: 'fragmentShaderAGreaterThanBCheckAB', |
michael@0 | 148 | fShaderSuccess: true, |
michael@0 | 149 | linkSuccess: true, |
michael@0 | 150 | passMsg: "comma based conditional assignment works", |
michael@0 | 151 | }, |
michael@0 | 152 | { vShaderId: undefined, |
michael@0 | 153 | vShaderSuccess: true, |
michael@0 | 154 | fShaderId: 'fragmentShaderAGreaterThanBCheckT0', |
michael@0 | 155 | fShaderSuccess: true, |
michael@0 | 156 | linkSuccess: true, |
michael@0 | 157 | passMsg: "comma based conditional assignment works", |
michael@0 | 158 | }, |
michael@0 | 159 | { vShaderId: undefined, |
michael@0 | 160 | vShaderSuccess: true, |
michael@0 | 161 | fShaderId: 'fragmentShaderAGreaterThanBCheckT1', |
michael@0 | 162 | fShaderSuccess: true, |
michael@0 | 163 | linkSuccess: true, |
michael@0 | 164 | passMsg: "comma based conditional assignment works", |
michael@0 | 165 | }, |
michael@0 | 166 | { vShaderId: undefined, |
michael@0 | 167 | vShaderSuccess: true, |
michael@0 | 168 | fShaderId: 'fragmentShaderBGreaterThanACheckR', |
michael@0 | 169 | fShaderSuccess: true, |
michael@0 | 170 | linkSuccess: true, |
michael@0 | 171 | passMsg: "comma based conditional assignment works", |
michael@0 | 172 | }, |
michael@0 | 173 | { vShaderId: undefined, |
michael@0 | 174 | vShaderSuccess: true, |
michael@0 | 175 | fShaderId: 'fragmentShaderBGreaterThanACheckAB', |
michael@0 | 176 | fShaderSuccess: true, |
michael@0 | 177 | linkSuccess: true, |
michael@0 | 178 | passMsg: "comma based conditional assignment works", |
michael@0 | 179 | }, |
michael@0 | 180 | { vShaderId: undefined, |
michael@0 | 181 | vShaderSuccess: true, |
michael@0 | 182 | fShaderId: 'fragmentShaderBGreaterThanACheckT0', |
michael@0 | 183 | fShaderSuccess: true, |
michael@0 | 184 | linkSuccess: true, |
michael@0 | 185 | passMsg: "comma based conditional assignment works", |
michael@0 | 186 | }, |
michael@0 | 187 | { vShaderId: undefined, |
michael@0 | 188 | vShaderSuccess: true, |
michael@0 | 189 | fShaderId: 'fragmentShaderBGreaterThanACheckT1', |
michael@0 | 190 | fShaderSuccess: true, |
michael@0 | 191 | linkSuccess: true, |
michael@0 | 192 | passMsg: "comma based conditional assignment works", |
michael@0 | 193 | } |
michael@0 | 194 | ]); |
michael@0 | 195 | successfullyParsed = true; |
michael@0 | 196 | </script> |
michael@0 | 197 | </body> |
michael@0 | 198 | </html> |
michael@0 | 199 | |
michael@0 | 200 |