<!-- /* ** 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 Array of Structs Containing Arrays</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 id="vshader" type="x-shader/x-vertex"> attribute vec4 a_position; void main(void) { gl_Position = a_position; } </script> <script id="fshader0" type="x-shader/x-fragment"> precision mediump float; struct my_struct { vec4 color[2]; }; uniform my_struct u_colors[2]; void main(void) { gl_FragColor = u_colors[0].color[0]; } </script> <script id="fshader1" type="x-shader/x-fragment"> precision mediump float; struct my_struct { vec4 color[2]; }; uniform my_struct u_colors[2]; void main(void) { gl_FragColor = u_colors[0].color[1]; } </script> <script id="fshader-with-one-element-arrays" type="x-shader/x-fragment"> precision mediump float; struct my_struct { vec4 color[1]; }; uniform my_struct u_colors[1]; void main(void) { gl_FragColor = u_colors[0].color[0]; } </script> <script id="fshader3" type="x-shader/x-fragment"> precision mediump float; struct my_struct { vec4 color1[2]; vec4 color2[2]; }; uniform my_struct u_colors[2]; void main(void) { gl_FragColor = u_colors[0].color1[0] + u_colors[0].color2[0] + u_colors[1].color1[1] +u_colors[1].color2[1]; } </script> </head> <body> <canvas id="canvas" width="50" height="50"></canvas> <div id="description"></div> <div id="console"></div> <script> "use strict"; description(); var wtu = WebGLTestUtils; var gl = wtu.create3DContext("canvas"); wtu.setupUnitQuad(gl); for (var ii = 0; ii < 2; ++ii) { var program = wtu.setupProgram(gl, ["vshader", "fshader" + ii], ["a_position"]); var red_loc = gl.getUniformLocation(program, "u_colors[0].color[" + ii + "]"); var green_loc = gl.getUniformLocation(program, "u_colors[0].color[" + (1 - ii) + "]"); gl.uniform4fv(red_loc, [1, 0, 0, 1]); gl.uniform4fv(green_loc, [0, 1, 0, 1]); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red"); } var program = wtu.setupProgram(gl, ["vshader", "fshader-with-one-element-arrays"], ["a_position"]); var green_loc = gl.getUniformLocation(program, "u_colors[0].color[0]"); gl.uniform4fv(green_loc, [0, 1, 0, 1]); wtu.clearAndDrawUnitQuad(gl); wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green"); var program = wtu.setupProgram(gl, ["vshader", "fshader3"], ["a_position"]); var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); shouldBe("numUniforms", "4"); var uniforms = [] for (var ii = 0; ii < numUniforms; ++ii) { uniforms.push(gl.getActiveUniform(program, ii).name); } uniforms.sort(); shouldBe("uniforms[0]", '"u_colors[0].color1[0]"'); shouldBe("uniforms[1]", '"u_colors[0].color2[0]"'); shouldBe("uniforms[2]", '"u_colors[1].color1[0]"'); shouldBe("uniforms[3]", '"u_colors[1].color2[0]"'); var loc00 = gl.getUniformLocation(program, "u_colors[0].color1"); var loc01 = gl.getUniformLocation(program, "u_colors[0].color2"); var loc10 = gl.getUniformLocation(program, "u_colors[1].color1"); var loc11 = gl.getUniformLocation(program, "u_colors[1].color2"); shouldBeTrue("loc00 != undefined"); shouldBeTrue("loc01 != undefined"); shouldBeTrue("loc10 != undefined"); shouldBeTrue("loc11 != undefined"); gl.uniform4fv(loc00, [1, 0, 0, 0]); gl.uniform4fv(loc01, [0, 1, 0, 0]); gl.uniform4fv(loc10, [0, 0, 0, 0, 0, 0, 1, 0]); gl.uniform4fv(loc11, [0, 0, 0, 0, 0, 0, 0, 1]); var loc101 = gl.getUniformLocation(program, "u_colors[1].color1[1]"); var loc111 = gl.getUniformLocation(program, "u_colors[1].color2[1]"); shouldBeTrue("loc101 != undefined"); shouldBeTrue("loc111 != undefined"); wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]); gl.uniform4fv(loc101, [0, 0, 0, 0]); gl.uniform4fv(loc111, [0, 0, 0, 0]); wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]); wtu.checkCanvas(gl, [255, 255, 0, 0], "Should be yellow"); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); var successfullyParsed = true; </script> <script src="../../../js/js-test-post.js"></script> </body> </html>