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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html new file mode 100644 index 000000000..631e3182c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html @@ -0,0 +1,248 @@ +<!-- + +/* +** Copyright (c) 2012 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>glsl long variable name mapping tests</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"> </script> +</head> +<body> +<canvas id="example" width="50" height="50"> +There is supposed to be an example drawing here, but it's not important. +</canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader_shared_uniform" type="x-shader/x-vertex"> +attribute vec3 vPosition; +uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; +void main() +{ + gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890); +} +</script> + +<script id="fshader_shared_uniform" type="x-shader/x-fragment"> +precision mediump float; +uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; +void main() +{ + gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0); +} +</script> + +<script id="vshader_uniform_array" type="x-shader/x-vertex"> +attribute vec3 vPosition; +void main() +{ + gl_Position = vec4(vPosition, 1.0); +} +</script> + +<script id="fshader_uniform_array" type="x-shader/x-fragment"> +precision mediump float; +uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2]; +void main() +{ + gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0); +} +</script> + +<script id="vshader_varying" type="x-shader/x-vertex"> +attribute vec3 vPosition; +varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; +void main() +{ + value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0; + gl_Position = vec4(vPosition, 1.0); +} +</script> + +<script id="fshader_varying" type="x-shader/x-fragment"> +precision mediump float; +varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; +void main() +{ + gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0); +} +</script> + +<script id="vshader_local" type="x-shader/x-vertex"> +attribute vec3 vPosition; +void main() +{ + for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) + { + gl_Position = vec4(vPosition, 1.0); + } +} +</script> + +<script id="fshader_local" type="x-shader/x-fragment"> +precision mediump float; +void main() +{ + for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) + { + gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); + } +} +</script> + +<script id="vshader_attrib" type="x-shader/x-vertex"> +attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; +void main() +{ + gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0); +} +</script> + +<script id="fshader_attrib" type="x-shader/x-fragment"> +precision mediump float; +void main() +{ + gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); +} +</script> + +<script> +"use strict"; +description("Verify that shader long variable names works fine if they are within 256 characters."); + +debug("Test same long uniform name in both vertex shader and fragment shader"); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +var program = wtu.setupProgram(gl, ["vshader_shared_uniform", "fshader_shared_uniform"], ["vPosition"]); +shouldBeNonNull("gl"); +shouldBe("gl.getError()", "gl.NO_ERROR"); +var prog = gl.getParameter(gl.CURRENT_PROGRAM); +shouldBeNonNull("prog"); +var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890"); +shouldBeNonNull("valueLoc"); +shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); +var activeUniform = gl.getActiveUniform(prog, 0); +shouldBeNonNull("activeUniform"); +shouldBe("activeUniform.type", "gl.FLOAT"); +shouldBe("activeUniform.size", "1"); +shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'"); +gl.uniform1f(valueLoc, 1.0); +drawAndCheckPixels(gl); +shouldBe("gl.getError()", "gl.NO_ERROR"); +debug(""); + +debug("Test long uniform array name"); +var gl = wtu.create3DContext("example"); +var program = wtu.setupProgram(gl, ["vshader_uniform_array", "fshader_uniform_array"], ["vPosition"]); +shouldBeNonNull("gl"); +shouldBe("gl.getError()", "gl.NO_ERROR"); +var prog = gl.getParameter(gl.CURRENT_PROGRAM); +shouldBeNonNull("prog"); +var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]"); +shouldBeNonNull("redLoc"); +var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]"); +shouldBeNonNull("greenLoc"); +shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); +var activeUniform = gl.getActiveUniform(prog, 0); +shouldBeNonNull("activeUniform"); +shouldBe("activeUniform.type", "gl.FLOAT"); +shouldBe("activeUniform.size", "2"); +shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'"); +gl.uniform1f(redLoc, 1.0); +gl.uniform1f(greenLoc, 0.0); +drawAndCheckPixels(gl); +shouldBe("gl.getError()", "gl.NO_ERROR"); +debug(""); + +debug("Test long varying name"); +var gl = wtu.create3DContext("example"); +var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]); +shouldBeNonNull("gl"); +shouldBe("gl.getError()", "gl.NO_ERROR"); +var prog = gl.getParameter(gl.CURRENT_PROGRAM); +shouldBeNonNull("prog"); +drawAndCheckPixels(gl); +shouldBe("gl.getError()", "gl.NO_ERROR"); +debug(""); + +debug("Test long local variable name"); +var gl = wtu.create3DContext("example"); +var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]); +shouldBeNonNull("gl"); +shouldBe("gl.getError()", "gl.NO_ERROR"); +var prog = gl.getParameter(gl.CURRENT_PROGRAM); +shouldBeNonNull("prog"); +drawAndCheckPixels(gl); +shouldBe("gl.getError()", "gl.NO_ERROR"); +debug(""); + +debug("Test long attribute name"); +var gl = wtu.create3DContext("example"); +var program = wtu.setupProgram(gl, ["vshader_attrib", "fshader_attrib"], ["vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"]); +shouldBeNonNull("gl"); +shouldBe("gl.getError()", "gl.NO_ERROR"); +var prog = gl.getParameter(gl.CURRENT_PROGRAM); +shouldBeNonNull("prog"); +shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1"); +var activeAttrib = gl.getActiveAttrib(prog, 0); +shouldBeNonNull("activeAttrib"); +shouldBe("activeAttrib.size", "1"); +shouldBe("activeAttrib.type", "gl.FLOAT_VEC3"); +shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'"); +drawAndCheckPixels(gl); +shouldBe("gl.getError()", "gl.NO_ERROR"); +debug(""); + +function drawAndCheckPixels(gl) +{ + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 3); + + // Test several locations + // First line should be all black + wtu.checkCanvasRect(gl, 0, 0, 50, 1, [0, 0, 0, 0]); + + // Line 15 should be magenta for at least 10 pixels starting 20 pixels in + wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 255, 255]); + + // Last line should be all black + wtu.checkCanvasRect(gl, 0, 49, 50, 1, [0, 0, 0, 0]); +} + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> |