Index: third_party/webgl/sdk/tests/conformance/misc/shader-precision-format.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/misc/shader-precision-format.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/misc/shader-precision-format.html (revision 0) |
@@ -0,0 +1,83 @@ |
+<!-- |
+Copyright (c) 2011 Mozilla Foundation. All rights reserved. |
+Use of this source code is governed by a BSD-style license that can be |
+found in the LICENSE file. |
+ --> |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL shader precision format test.</title> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/js-test-pre.js"></script> |
+<script src="../resources/webgl-test.js"> </script> |
+<script src="../resources/webgl-test-utils.js"> </script> |
+</head> |
+<body> |
+<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script> |
+var wtu = WebGLTestUtils; |
+description(document.title); |
+debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); |
+debug(""); |
+var gl = create3DContext(document.getElementById("canvas")); |
+ |
+function verifyShaderPrecisionFormat(shadertype, precisiontype) { |
+ shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + |
+ precisiontype + ') instanceof WebGLShaderPrecisionFormat'); |
+} |
+ |
+if (gl.getShaderPrecisionFormat == null || typeof gl.getShaderPrecisionFormat != 'function') { |
+ debug("getShaderPrecisionFormat() function not found."); |
+} else { |
+ debug(""); |
+ debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object."); |
+ debug(""); |
+ |
+ verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT'); |
+ verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT'); |
+ verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT'); |
+ verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT'); |
+ verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT'); |
+ verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT'); |
+ verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT'); |
+ verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT'); |
+ verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT'); |
+ verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT'); |
+ verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT'); |
+ verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT'); |
+ |
+ debug(""); |
+ debug("Test that getShaderPrecisionFormat throws an error with invalid parameters."); |
+ debug(""); |
+ |
+ shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)'); |
+ |
+ debug(""); |
+ debug("Test that WebGLShaderPrecisionFormat values are sensible."); |
+ debug(""); |
+ |
+ var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
+ shouldBeTrue('shaderPrecisionFormat.rangeMin >= 0 && shaderPrecisionFormat.rangeMin <= 128'); |
+ shouldBeTrue('shaderPrecisionFormat.rangeMax >= 0 && shaderPrecisionFormat.rangeMax <= 128'); |
+ shouldBeTrue('shaderPrecisionFormat.precision >= 0 && shaderPrecisionFormat.precision <= 128'); |
+ |
+ debug(""); |
+ debug("Test that getShaderPrecisionFormat returns the same thing every call."); |
+ debug(""); |
+ |
+ var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
+ shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin'); |
+ shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax'); |
+ shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision'); |
+} |
+ |
+finishTest(); |
+</script> |
+ |
+</body> |
+</html> |
+ |
+ |
Property changes on: third_party/webgl/sdk/tests/conformance/misc/shader-precision-format.html |
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Added: svn:eol-style |
+ LF |