Index: conformance/misc/shader-precision-format.html |
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+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+<!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> |
+"use strict"; |
+var wtu = WebGLTestUtils; |
+description(document.title); |
+debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); |
+debug(""); |
+var gl = wtu.create3DContext("canvas"); |
+ |
+function verifyShaderPrecisionFormat(shadertype, precisiontype) { |
+ shouldBeTrue('gl.getShaderPrecisionFormat(' + shadertype + ', ' + |
+ precisiontype + ') instanceof WebGLShaderPrecisionFormat'); |
+} |
+ |
+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(""); |
+ |
+// The minimum values are from OpenGL ES Shading Language spec, section 4.5. |
+ |
+var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); |
+shouldBeTrue('shaderPrecisionFormat.precision >= 8'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); |
+shouldBeTrue('shaderPrecisionFormat.precision >= 10'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62'); |
+shouldBeTrue('shaderPrecisionFormat.precision >= 16'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); |
+shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); |
+shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16'); |
+shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
+ |
+var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1'); |
+shouldBeTrue('shaderPrecisionFormat.precision >= 8'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14'); |
+shouldBeTrue('shaderPrecisionFormat.precision >= 10'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8'); |
+shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT); |
+shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10'); |
+shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10'); |
+shouldBeTrue('shaderPrecisionFormat.precision == 0'); |
+ |
+debug(""); |
+debug("Test optional highp support in fragment shaders."); |
+debug(""); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); |
+shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 62 && shaderPrecisionFormat.rangeMax >= 62 && shaderPrecisionFormat.precision >= 16)'); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT); |
+shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 16 && shaderPrecisionFormat.rangeMax >= 16 && shaderPrecisionFormat.precision == 0)'); |
+ |
+debug(""); |
+debug("Test that getShaderPrecisionFormat returns the same thing every call."); |
+debug(""); |
+ |
+shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT); |
+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> |
+ |
+ |
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