content/canvas/test/webgl-mochitest/test_highp_fs.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-mochitest/test_highp_fs.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,61 @@
     1.4 +<!DOCTYPE HTML>
     1.5 +<title>WebGL test: `highp` support</title>
     1.6 +<script src="/tests/SimpleTest/SimpleTest.js"></script>
     1.7 +<link rel="stylesheet" href="/tests/SimpleTest/test.css">
     1.8 +<script src="driver-info.js"></script>
     1.9 +<script src="webgl-util.js"></script>
    1.10 +<script id="shader-vs" type="x-shader/x-vertex">
    1.11 +
    1.12 +void main(void) {
    1.13 +  gl_Position = vec4(vec3(0.0), 1.0);
    1.14 +}
    1.15 +
    1.16 +</script>
    1.17 +<script id="shader-fs" type="x-shader/x-fragment">
    1.18 +
    1.19 +precision highp float;
    1.20 +
    1.21 +void main(void) {
    1.22 +  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    1.23 +}
    1.24 +
    1.25 +</script>
    1.26 +<body>
    1.27 +<canvas id="c"></canvas>
    1.28 +<script>
    1.29 +
    1.30 +// Give ourselves a scope to return early from:
    1.31 +(function() {
    1.32 +  var gl = WebGLUtil.getWebGL('c');
    1.33 +  if (!gl) {
    1.34 +    todo(false, 'WebGL is unavailable.');
    1.35 +    return;
    1.36 +  }
    1.37 +
    1.38 +  // Catch actual WebGLUtil errors, not GL errors.
    1.39 +  function errorFunc(str) {
    1.40 +    ok(false, 'Error: ' + str);
    1.41 +  }
    1.42 +  WebGLUtil.setErrorFunc(errorFunc);
    1.43 +
    1.44 +  function checkGLError(func, info) {
    1.45 +    var error = gl.getError();
    1.46 +    var prefix = info ? ('[' + info + '] ') : ''
    1.47 +    func(!error, prefix + 'gl.getError should be 0x0, was 0x' + error.toString(16) + '.');
    1.48 +  }
    1.49 +
    1.50 +  var format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
    1.51 +  var prog = WebGLUtil.createProgramByIds(gl, 'shader-vs', 'shader-fs');
    1.52 +  checkGLError(ok);
    1.53 +  
    1.54 +  if (format) {
    1.55 +    ok(prog, 'Frag shader with unconditional `precision highp float` should ' +
    1.56 +             'link if `getShaderPrecisionFormat` gives a format for it.');
    1.57 +  } else {
    1.58 +    ok(!prog, 'Frag shader with unconditional `precision highp float` should ' +
    1.59 +              'NOT link if `getShaderPrecisionFormat` gives NO format for it.');
    1.60 +  }
    1.61 +})();
    1.62 +
    1.63 +</script>
    1.64 +

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