dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/invalid-invariant.html
author Makoto Kato <m_kato@ga2.so-net.ne.jp>
Mon, 14 Jul 2025 05:41:12 +0000 (13 hours ago)
changeset 796406 1e02bb4c2af2efa34f8335befa373d2b39383b02
parent 515042 f3948e689af746c84af3a24b00e0a33762d15cf7
permissions -rw-r--r--
Bug 1973726 - Set DOM file path for webkitRelativePath. r=sefeng,geckoview-reviewers,webidl,smaug,ohall Actually, there is no way to set webkitRelativePath from JavaScript. Since GeckoView's folder picker handles virtual file data, we need to set relative path from JavaScript directly. A content URI of System storage document provider only allow file data access from file/folder picker, so there is no way to test it on geckoivew-junit. Also, after landing bug 1591640, GVE always crash when using folder picker. So this includes a fix for it. Differential Revision: https://phabricator.services.mozilla.com/D255615
<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Negative tests for the use of the invariant qualifier and pragma</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShaderInvariant" type="text/something-not-javascript">#version 300 es
precision mediump float;
invariant out vec4 v_varying;

void main()
{
    v_varying = vec4(0.0, 0.0, 0.0, 1.0);
    gl_Position = v_varying;
}
</script>
<script id="fragmentShaderVariant" type="text/something-not-javascript">#version 300 es
precision mediump float;

in vec4 v_varying;
out vec4 my_color;

void main()
{
    my_color = v_varying;
}
</script>
<script id="fragmentShaderInputInvariant" type="text/something-not-javascript">#version 300 es
precision mediump float;

invariant in vec4 v_varying;
out vec4 my_color;

void main()
{
    my_color = v_varying;
}
</script>
<script id="fragmentShaderGlobalInvariant" type="text/something-not-javascript">#version 300 es
#pragma STDGL invariant(all)
precision mediump float;

in vec4 v_varying;
out vec4 my_color;

void main()
{
    my_color = v_varying;
}
</script>
<script type="application/javascript">
"use strict";
description();
GLSLConformanceTester.runTests([
  {
    vShaderId: "vertexShaderInvariant",
    vShaderSuccess: true,
    fShaderId: "fragmentShaderGlobalInvariant",
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "fragment shader with global invariant pragma must fail",
  },
  {
    vShaderId: "vertexShaderInvariant",
    vShaderSuccess: true,
    fShaderId: "fragmentShaderInputInvariant",
    fShaderSuccess: false,
    linkSuccess: false,
    passMsg: "fragment shader with an input variable which is invariant must fail",
  },
], 2);
</script>
</body>
</html>