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62 lines
1.6 KiB
HTML
62 lines
1.6 KiB
HTML
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<!DOCTYPE HTML>
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<title>WebGL test: `highp` support</title>
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<script src="/tests/SimpleTest/SimpleTest.js"></script>
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<link rel="stylesheet" href="/tests/SimpleTest/test.css">
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<script src="driver-info.js"></script>
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<script src="webgl-util.js"></script>
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<script id="shader-vs" type="x-shader/x-vertex">
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void main(void) {
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gl_Position = vec4(vec3(0.0), 1.0);
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}
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</script>
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<script id="shader-fs" type="x-shader/x-fragment">
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precision highp float;
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void main(void) {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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</script>
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<body>
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<canvas id="c"></canvas>
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<script>
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// Give ourselves a scope to return early from:
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(function() {
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var gl = WebGLUtil.getWebGL('c');
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if (!gl) {
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todo(false, 'WebGL is unavailable.');
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return;
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}
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// Catch actual WebGLUtil errors, not GL errors.
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function errorFunc(str) {
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ok(false, 'Error: ' + str);
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}
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WebGLUtil.setErrorFunc(errorFunc);
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function checkGLError(func, info) {
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var error = gl.getError();
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var prefix = info ? ('[' + info + '] ') : ''
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func(!error, prefix + 'gl.getError should be 0x0, was 0x' + error.toString(16) + '.');
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}
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var format = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
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var prog = WebGLUtil.createProgramByIds(gl, 'shader-vs', 'shader-fs');
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checkGLError(ok);
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if (format) {
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ok(prog, 'Frag shader with unconditional `precision highp float` should ' +
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'link if `getShaderPrecisionFormat` gives a format for it.');
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} else {
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ok(!prog, 'Frag shader with unconditional `precision highp float` should ' +
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'NOT link if `getShaderPrecisionFormat` gives NO format for it.');
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}
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})();
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</script>
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