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

Thu, 15 Jan 2015 21:03:48 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 15 Jan 2015 21:03:48 +0100
branch
TOR_BUG_9701
changeset 11
deefc01c0e14
permissions
-rw-r--r--

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.)

     1 <!DOCTYPE HTML>
     2 <title>WebGL test: `highp` support</title>
     3 <script src="/tests/SimpleTest/SimpleTest.js"></script>
     4 <link rel="stylesheet" href="/tests/SimpleTest/test.css">
     5 <script src="driver-info.js"></script>
     6 <script src="webgl-util.js"></script>
     7 <script id="shader-vs" type="x-shader/x-vertex">
     9 void main(void) {
    10   gl_Position = vec4(vec3(0.0), 1.0);
    11 }
    13 </script>
    14 <script id="shader-fs" type="x-shader/x-fragment">
    16 precision highp float;
    18 void main(void) {
    19   gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    20 }
    22 </script>
    23 <body>
    24 <canvas id="c"></canvas>
    25 <script>
    27 // Give ourselves a scope to return early from:
    28 (function() {
    29   var gl = WebGLUtil.getWebGL('c');
    30   if (!gl) {
    31     todo(false, 'WebGL is unavailable.');
    32     return;
    33   }
    35   // Catch actual WebGLUtil errors, not GL errors.
    36   function errorFunc(str) {
    37     ok(false, 'Error: ' + str);
    38   }
    39   WebGLUtil.setErrorFunc(errorFunc);
    41   function checkGLError(func, info) {
    42     var error = gl.getError();
    43     var prefix = info ? ('[' + info + '] ') : ''
    44     func(!error, prefix + 'gl.getError should be 0x0, was 0x' + error.toString(16) + '.');
    45   }
    47   var format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
    48   var prog = WebGLUtil.createProgramByIds(gl, 'shader-vs', 'shader-fs');
    49   checkGLError(ok);
    51   if (format) {
    52     ok(prog, 'Frag shader with unconditional `precision highp float` should ' +
    53              'link if `getShaderPrecisionFormat` gives a format for it.');
    54   } else {
    55     ok(!prog, 'Frag shader with unconditional `precision highp float` should ' +
    56               'NOT link if `getShaderPrecisionFormat` gives NO format for it.');
    57   }
    58 })();
    60 </script>

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