| Index: conformance/misc/shader-precision-format.html
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| ===================================================================
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| --- conformance/misc/shader-precision-format.html (revision 0)
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| +++ conformance/misc/shader-precision-format.html (working copy)
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| +<!--
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| +
|
| +/*
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| +** Copyright (c) 2012 The Khronos Group Inc.
|
| +**
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| +** 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
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| +** 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
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| +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
| +*/
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| +
|
| +-->
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| +<!DOCTYPE html>
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| +<html>
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| +<head>
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| +<meta charset="utf-8">
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| +<title>WebGL shader precision format test.</title>
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| +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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| +<script src="../../resources/js-test-pre.js"></script>
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| +<script src="../resources/webgl-test.js"> </script>
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| +<script src="../resources/webgl-test-utils.js"> </script>
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| +</head>
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| +<body>
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| +<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
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| +<div id="description"></div>
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| +<div id="console"></div>
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| +<script>
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| +"use strict";
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| +var wtu = WebGLTestUtils;
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| +description(document.title);
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| +debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work.");
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| +debug("");
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| +var gl = wtu.create3DContext("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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| +}
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| +
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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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| +
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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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| +// The minimum values are from OpenGL ES Shading Language spec, section 4.5.
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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 >= 1');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1');
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| +shouldBeTrue('shaderPrecisionFormat.precision >= 8');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14');
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| +shouldBeTrue('shaderPrecisionFormat.precision >= 10');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 62');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 62');
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| +shouldBeTrue('shaderPrecisionFormat.precision >= 16');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8');
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| +shouldBeTrue('shaderPrecisionFormat.precision == 0');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10');
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| +shouldBeTrue('shaderPrecisionFormat.precision == 0');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 16');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 16');
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| +shouldBeTrue('shaderPrecisionFormat.precision == 0');
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| +
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| +var shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 1');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 1');
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| +shouldBeTrue('shaderPrecisionFormat.precision >= 8');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 14');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 14');
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| +shouldBeTrue('shaderPrecisionFormat.precision >= 10');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 8');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 8');
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| +shouldBeTrue('shaderPrecisionFormat.precision == 0');
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| +
|
| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT);
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| +shouldBeTrue('shaderPrecisionFormat.rangeMin >= 10');
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| +shouldBeTrue('shaderPrecisionFormat.rangeMax >= 10');
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| +shouldBeTrue('shaderPrecisionFormat.precision == 0');
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| +
|
| +debug("");
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| +debug("Test optional highp support in fragment shaders.");
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| +debug("");
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
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| +shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 62 && shaderPrecisionFormat.rangeMax >= 62 && shaderPrecisionFormat.precision >= 16)');
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| +
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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT);
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| +shouldBeTrue('(shaderPrecisionFormat.rangeMin == 0 && shaderPrecisionFormat.rangeMax == 0 && shaderPrecisionFormat.precision == 0) || (shaderPrecisionFormat.rangeMin >= 16 && shaderPrecisionFormat.rangeMax >= 16 && shaderPrecisionFormat.precision == 0)');
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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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| +shaderPrecisionFormat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);
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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();
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| +</script>
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| +
|
| +</body>
|
| +</html>
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| +
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| +
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| Property changes on: conformance/misc/shader-precision-format.html
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| ___________________________________________________________________
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| Added: svn:eol-style
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| ## -0,0 +1 ##
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| +LF
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| \ No newline at end of property
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