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Bug 872701 - Add test that highp floats work iff GL gives a format for them. - r=bjacob
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@ -3,6 +3,7 @@ support-files =
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driver-info.js
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webgl-util.js
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[test_highp_fs.html]
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[test_webgl_available.html]
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[test_webgl_conformance.html]
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[test_webgl_request_mismatch.html]
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62
content/canvas/test/webgl/non-conf-tests/test_highp_fs.html
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62
content/canvas/test/webgl/non-conf-tests/test_highp_fs.html
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@ -0,0 +1,62 @@
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<!DOCTYPE HTML>
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<title>WebGL test: `highp` support</title>
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<script src="/MochiKit/MochiKit.js"></script>
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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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@ -1,6 +1,6 @@
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WebGLUtil = (function() {
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// ---------------------------------------------------------------------------
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// Error handling
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// Error handling (for obvious failures, such as invalid element ids)
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function defaultErrorFunc(str) {
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console.log('Error: ' + str);
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@ -15,6 +15,22 @@ WebGLUtil = (function() {
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gErrorFunc(str);
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}
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// ---------------------------------------------------------------------------
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// Warning handling (for failures that may be intentional)
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function defaultWarningFunc(str) {
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console.log('Warning: ' + str);
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}
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var gWarningFunc = defaultWarningFunc;
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function setWarningFunc(func) {
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gWarningFunc = func;
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}
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function warning(str) {
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gWarningFunc(str);
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}
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// ---------------------------------------------------------------------------
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// WebGL helpers
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@ -63,19 +79,19 @@ WebGLUtil = (function() {
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return null;
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}
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var src = getContentById(id);
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var src = getContentFromElem(elem);
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var shader;
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if (elem.type == "x-shader/x-fragment") {
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shader = gl.createShader(gl.FRAGMENT_SHADER);
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} else if (shaderScript.type == "x-shader/x-vertex") {
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} else if (elem.type == "x-shader/x-vertex") {
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shader = gl.createShader(gl.VERTEX_SHADER);
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} else {
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error('Bad MIME type for shader \'' + id + '\': ' + elem.type + '.');
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return null;
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}
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gl.shaderSource(shader, str);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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return shader;
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@ -93,11 +109,11 @@ WebGLUtil = (function() {
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gl.linkProgram(prog);
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if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
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var str = "Shader program linking failed:\n";
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str += "Shader program info log:\n" + gl.getProgramInfoLog(prog) + "\n\n";
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str += "Vert shader log:\n" + gl.getShaderInfoLog(vs) + "\n\n";
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str += "Frag shader log:\n" + gl.getShaderInfoLog(fs);
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error(str);
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var str = "Shader program linking failed:";
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str += "\nShader program info log:\n" + gl.getProgramInfoLog(prog);
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str += "\n\nVert shader log:\n" + gl.getShaderInfoLog(vs);
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str += "\n\nFrag shader log:\n" + gl.getShaderInfoLog(fs);
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warning(str);
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return null;
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}
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@ -106,6 +122,7 @@ WebGLUtil = (function() {
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return {
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setErrorFunc: setErrorFunc,
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setWarningFunc: setWarningFunc,
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getWebGL: getWebGL,
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createShaderById: createShaderById,
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