diff options
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/uniform-location-length-limits.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/uniform-location-length-limits.html | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/uniform-location-length-limits.html b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/uniform-location-length-limits.html new file mode 100644 index 000000000..0fc873866 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/glsl3/uniform-location-length-limits.html @@ -0,0 +1,110 @@ +<!-- + +/* +** Copyright (c) 2015 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>WebGL uniform location length tests</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> +</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">Verify limits on the lengths of uniform locations per WebGL 2 spec, "Maximum Uniform and Attribute Location Lengths".</div> +<div id="console"></div> +<script id="goodVertexShader" type="x-shader/x-vertex"> +// A vertex shader where the needed uniform location is exactly 1024 characters. +struct Nesting2 { + vec4 identifier254CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345; +}; + +struct Nesting1 { + Nesting2 identifier256CharactersLong_012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567; +}; + +uniform Nesting1 identifier512CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345670123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345; + +void main() { + gl_Position = identifier512CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345670123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345.identifier256CharactersLong_012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567.identifier254CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345; +} +</script> +<script id="badVertexShader" type="x-shader/x-vertex"> +// A vertex shader where the needed uniform location is 1025 characters. +struct Nesting2 { + vec4 identifier255CharactersLong_01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; +}; + +struct Nesting1 { + Nesting2 identifier256CharactersLong_012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567; +}; + +uniform Nesting1 identifier512CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345670123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345; + +void main() { + Nesting2 temp = identifier512CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345670123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345.identifier256CharactersLong_012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567; + gl_Position = temp.identifier255CharactersLong_01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; +} +</script> +<script id="fragmentShader" type="x-shader/x-fragment"> +precision mediump float; + +void main() { + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} +</script> +<script> +"use strict"; +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example", undefined, 2); +var uniform1024Name = "identifier512CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345670123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345.identifier256CharactersLong_012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567.identifier254CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345"; +var uniform1025Name = "identifier512CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345670123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345.identifier256CharactersLong_012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567.identifier255CharactersLong_01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"; + +debug("Test uniform location underneath the length limit"); +var program = wtu.loadProgramFromScript(gl, "goodVertexShader", "fragmentShader"); +shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true'); +var uniformLoc = gl.getUniformLocation(program, uniform1024Name); +shouldBeNonNull('uniformLoc'); +wtu.glErrorShouldBe(gl, gl.NONE); + +debug("Test uniform location over the length limit"); +program = wtu.loadProgramFromScript(gl, "badVertexShader", "fragmentShader"); +wtu.glErrorShouldBe(gl, gl.NONE); +shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true'); +var uniformLoc = gl.getUniformLocation(program, uniform1025Name); +wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); +shouldBeNull('uniformLoc'); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |