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1 <!DOCTYPE html> | |
2 <html> | |
3 <head> | |
4 <meta charset="utf-8"> | |
5 <title>WebGL shader precision format test.</title> | |
6 <script src="../../../resources/js-test.js"></script> | |
7 <script src="resources/webgl-test.js"> </script> | |
8 <script src="resources/webgl-test-utils.js"> </script> | |
9 </head> | |
10 <body> | |
11 <canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></ca
nvas> | |
12 <div id="description"></div> | |
13 <div id="console"></div> | |
14 <script> | |
15 if (window.initNonKhronosFramework) { | |
16 window.initNonKhronosFramework(true); | |
17 } | |
18 | |
19 if (window.internals) | |
20 window.internals.settings.setWebGLErrorsToConsoleEnabled(false); | |
21 | |
22 var wtu = WebGLTestUtils; | |
23 description(document.title); | |
24 debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat
work."); | |
25 debug(""); | |
26 var gl = create3DContext(document.getElementById("canvas")); | |
27 | |
28 function verifyShaderPrecisionFormat(shadertype, precisiontype) { | |
29 shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + | |
30 precisiontype + ') instanceof WebGLShaderPrecisionFormat'); | |
31 } | |
32 | |
33 debug(""); | |
34 debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat o
bject."); | |
35 debug(""); | |
36 | |
37 verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_FLOAT'); | |
38 verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_FLOAT'); | |
39 verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_FLOAT'); | |
40 verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.LOW_INT'); | |
41 verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.MEDIUM_INT'); | |
42 verifyShaderPrecisionFormat('gl.VERTEX_SHADER', 'gl.HIGH_INT'); | |
43 verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_FLOAT'); | |
44 verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_FLOAT'); | |
45 verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_FLOAT'); | |
46 verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.LOW_INT'); | |
47 verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.MEDIUM_INT'); | |
48 verifyShaderPrecisionFormat('gl.FRAGMENT_SHADER', 'gl.HIGH_INT'); | |
49 | |
50 debug(""); | |
51 debug("Test that getShaderPrecisionFormat throws an error with invalid parameter
s."); | |
52 debug(""); | |
53 | |
54 shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.getShaderPrecisionFormat(gl.HIGH_
INT, gl.VERTEX_SHADER)'); | |
55 | |
56 debug(""); | |
57 debug("Test that WebGLShaderPrecisionFormat values are sensible."); | |
58 debug(""); | |
59 | |
60 // The minimum values are from OpenGL ES Shading Language spec, section 4.5. | |
61 | |
62 var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW
_FLOAT); | |
63 shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); | |
64 shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); | |
65 shouldBeTrue('shaderPrecisionFormat.precision >= 8'); | |
66 | |
67 shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_
FLOAT); | |
68 shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); | |
69 shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); | |
70 shouldBeTrue('shaderPrecisionFormat.precision >= 10'); | |
71 | |
72 shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FL
OAT); | |
73 shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62'); | |
74 shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62'); | |
75 shouldBeTrue('shaderPrecisionFormat.precision >= 16'); | |
76 | |
77 shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT
); | |
78 shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); | |
79 shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); | |
80 shouldBeTrue('shaderPrecisionFormat.precision == 0'); | |
81 | |
82 shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_
INT); | |
83 shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); | |
84 shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); | |
85 shouldBeTrue('shaderPrecisionFormat.precision == 0'); | |
86 | |
87 shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_IN
T); | |
88 shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16'); | |
89 shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16'); | |
90 shouldBeTrue('shaderPrecisionFormat.precision == 0'); | |
91 | |
92 debug(""); | |
93 debug("Test that getShaderPrecisionFormat returns the same thing every call."); | |
94 debug(""); | |
95 | |
96 shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLO
AT); | |
97 var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LO
W_FLOAT); | |
98 shouldBeTrue('shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin'
); | |
99 shouldBeTrue('shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax'
); | |
100 shouldBeTrue('shaderPrecisionFormat.precision == shaderPrecisionFormat2.precisio
n'); | |
101 | |
102 finishTest(); | |
103 </script> | |
104 | |
105 </body> | |
106 </html> | |
107 | |
108 | |
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