| 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)
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| @@ -0,0 +1,83 @@
|
| +<!--
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| +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">
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| +<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>
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| +</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"));
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| +
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| +function verifyShaderPrecisionFormat(shadertype, precisiontype) {
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| + shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' +
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| + precisiontype + ') instanceof WebGLShaderPrecisionFormat');
|
| +}
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| +
|
| +if (gl.getShaderPrecisionFormat == null || typeof gl.getShaderPrecisionFormat != 'function') {
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| + debug("getShaderPrecisionFormat() function not found.");
|
| +} else {
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| + debug("");
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| + debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object.");
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| + debug("");
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| +
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| + verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT');
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| + verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT');
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| + verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT');
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| + verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT');
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| + verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT');
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| + verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT');
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| + verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT');
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| + verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT');
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| + verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT');
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| + verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT');
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| + verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT');
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| + verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT');
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| +
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| + debug("");
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| + debug("Test that getShaderPrecisionFormat throws an error with invalid parameters.");
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| + debug("");
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| +
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| + shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER)');
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| +
|
| + debug("");
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| + debug("Test that WebGLShaderPrecisionFormat values are sensible.");
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| + debug("");
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| +
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| + var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
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| + shouldBeTrue('shaderPrecisionFormat.rangeMin >= 0 && shaderPrecisionFormat.rangeMin <= 128');
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| + shouldBeTrue('shaderPrecisionFormat.rangeMax >= 0 && shaderPrecisionFormat.rangeMax <= 128');
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| + shouldBeTrue('shaderPrecisionFormat.precision >= 0 && shaderPrecisionFormat.precision <= 128');
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| +
|
| + debug("");
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| + debug("Test that getShaderPrecisionFormat returns the same thing every call.");
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| + debug("");
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| +
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| + var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
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| + shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin');
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| + shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax');
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| + shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision');
|
| +}
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| +
|
| +finishTest();
|
| +</script>
|
| +
|
| +</body>
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| +</html>
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| +
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| +
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|
|
| Property changes on: third_party/webgl/sdk/tests/conformance/misc/shader-precision-format.html
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| ___________________________________________________________________
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| Added: svn:eol-style
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| + LF
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