| <!-- |
| 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>WebGL GLSL Conformance 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> |
| <script src="../../../js/glsl-conformance-test.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 a_position; |
| void main() |
| { |
| gl_Position = a_position; |
| } |
| </script> |
| <script id="vshader-max" type="x-shader/x-vertex"> |
| attribute vec4 a_position; |
| uniform vec4 u_color[$(maxUniformVectors)]; |
| void main() |
| { |
| vec4 v = vec4(0, 0, 0, 0); |
| for (int i = 0; i < $(maxUniformVectors); ++i) { |
| v = v + vec4(u_color[i]); |
| } |
| gl_Position = a_position + v; |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| </script> |
| <script id="fshader-max" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform vec4 u_color[$(maxUniformVectors)]; |
| void main() |
| { |
| vec4 v = vec4(0, 0, 0, 0); |
| for (int i = 0; i < $(maxUniformVectors); ++i) { |
| v = v + vec4(u_color[i]); |
| } |
| gl_FragColor = v; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("checks shader with too many uniforms fails"); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext(); |
| var maxFragmentUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); |
| var maxVertexUniformVectors = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); |
| |
| // Up to 2 uniform vector registers may be spent for literal constants in |
| // vshader-max or fshader-max code. One vector row is used for the vec4, and |
| // another may be used for integer constants that are allowed to be treated |
| // internally as floats and are packable to the space of one row. This is |
| // according to the GLSL ES variable packing algorithm detailed in Section 7 of |
| // Appendix A of the GLSL ES Specification 10.0.17. |
| var maxVectorStorageUsedForLiterals = 2; |
| |
| var tests = [ |
| { desc: "using all uniforms in vertex shader should succeed", |
| maxUniformVectors: maxVertexUniformVectors - maxVectorStorageUsedForLiterals, |
| vShader: "vshader-max", |
| fShader: "fshader", |
| success: true, |
| }, |
| { desc: "using too many uniforms in vertex shader should fail", |
| maxUniformVectors: maxVertexUniformVectors + 1, |
| vShader: "vshader-max", |
| fShader: "fshader", |
| color: [0, 1, 0, 1], |
| success: false, |
| }, |
| { desc: "using all uniforms in fragment shader should succeed", |
| maxUniformVectors: maxFragmentUniformVectors - maxVectorStorageUsedForLiterals, |
| vShader: "vshader", |
| fShader: "fshader-max", |
| success: true, |
| }, |
| { desc: "using too many uniforms in fragment shader should fail", |
| maxUniformVectors: maxFragmentUniformVectors + 1, |
| vShader: "vshader", |
| fShader: "fshader-max", |
| color: [0, 1, 0, 1], |
| success: false, |
| }, |
| ]; |
| |
| var glslTests = []; |
| |
| for (var ii = 0; ii < tests.length; ++ii) { |
| var test = tests[ii]; |
| var vSrc = wtu.replaceParams(wtu.getScript(test.vShader), test); |
| var fSrc = wtu.replaceParams(wtu.getScript(test.fShader), test); |
| glslTests.push({ |
| vShaderSource: vSrc, |
| fShaderSource: fSrc, |
| linkSuccess: test.success, |
| passMsg: 'shader ' + test.desc, |
| }); |
| } |
| |
| GLSLConformanceTester.runTests(glslTests); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |