blob: 559617b2020ba54569db835359e39582b1e3a60f [file] [log] [blame]
/*
* 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);
}