| /* |
| * Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file |
| * for details. All rights reserved. Use of this source code is governed by a |
| * BSD-style license that can be found in the LICENSE file. |
| */ |
| /** |
| * @description WebGL shader precision format test. |
| */ |
| import "dart:html"; |
| import "dart:web_gl" as wgl; |
| import 'dart:typed_data'; |
| import "../../../testcommon.dart"; |
| import "resources/webgl-test.dart"; |
| import "resources/webgl-test-utils.dart" as wtu; |
| import "resources/desktop-gl-constants.dart"; |
| import "../../../../Utils/async_utils.dart"; |
| |
| main() { |
| document.body.setInnerHtml(''' |
| <canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> |
| <div id="console"></div> |
| ''', treeSanitizer: new NullTreeSanitizer()); |
| |
| debug("Tests that WebGLShaderPrecisionFormat class and getShaderPrecisionFormat work."); |
| debug(""); |
| var gl = create3DContext(document.getElementById("canvas")); |
| |
| verifyShaderPrecisionFormat(shadertype, precisiontype) { |
| shouldBeTrue(gl.getShaderPrecisionFormat(shadertype,precisiontype) |
| is wgl.ShaderPrecisionFormat); |
| } |
| |
| debug(""); |
| debug("Test that getShaderPrecisionFormat returns a WebGLShaderPrecisionFormat object."); |
| debug(""); |
| |
| verifyShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.LOW_FLOAT); |
| verifyShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.MEDIUM_FLOAT); |
| verifyShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.HIGH_FLOAT); |
| verifyShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.LOW_INT); |
| verifyShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.MEDIUM_INT); |
| verifyShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.HIGH_INT); |
| verifyShaderPrecisionFormat(wgl.FRAGMENT_SHADER, wgl.LOW_FLOAT); |
| verifyShaderPrecisionFormat(wgl.FRAGMENT_SHADER, wgl.MEDIUM_FLOAT); |
| verifyShaderPrecisionFormat(wgl.FRAGMENT_SHADER, wgl.HIGH_FLOAT); |
| verifyShaderPrecisionFormat(wgl.FRAGMENT_SHADER, wgl.LOW_INT); |
| verifyShaderPrecisionFormat(wgl.FRAGMENT_SHADER, wgl.MEDIUM_INT); |
| verifyShaderPrecisionFormat(wgl.FRAGMENT_SHADER, wgl.HIGH_INT); |
| |
| debug(""); |
| debug("Test that getShaderPrecisionFormat throws an error with invalid parameters."); |
| debug(""); |
| |
| shouldGenerateGLError(gl, wgl.INVALID_ENUM, () => gl.getShaderPrecisionFormat(wgl.HIGH_INT, wgl.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(wgl.VERTEX_SHADER, wgl.LOW_FLOAT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin >= 1); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax >= 1); |
| shouldBeTrue(shaderPrecisionFormat.precision >= 8); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.MEDIUM_FLOAT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin >= 14); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax >= 14); |
| shouldBeTrue(shaderPrecisionFormat.precision >= 10); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.HIGH_FLOAT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin >= 62); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax >= 62); |
| shouldBeTrue(shaderPrecisionFormat.precision >= 16); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.LOW_INT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin >= 8); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax >= 8); |
| shouldBeTrue(shaderPrecisionFormat.precision == 0); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.MEDIUM_INT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin >= 10); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax >= 10); |
| shouldBeTrue(shaderPrecisionFormat.precision == 0); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.HIGH_INT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin >= 16); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax >= 16); |
| shouldBeTrue(shaderPrecisionFormat.precision == 0); |
| |
| debug(""); |
| debug("Test that getShaderPrecisionFormat returns the same thing every call."); |
| debug(""); |
| |
| shaderPrecisionFormat = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.LOW_FLOAT); |
| var shaderPrecisionFormat2 = gl.getShaderPrecisionFormat(wgl.VERTEX_SHADER, wgl.LOW_FLOAT); |
| shouldBeTrue(shaderPrecisionFormat.rangeMin == shaderPrecisionFormat2.rangeMin); |
| shouldBeTrue(shaderPrecisionFormat.rangeMax == shaderPrecisionFormat2.rangeMax); |
| shouldBeTrue(shaderPrecisionFormat.precision == shaderPrecisionFormat2.precision); |
| } |