| <!-- |
| 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="vertexShader" type="text/something-not-javascript"> |
| // Shaders with mis-matching uniform types should fail |
| // GLSL 1.017 4.3.4 |
| uniform $(type) u_uniform; |
| |
| void main() |
| { |
| gl_Position = $(code); |
| } |
| </script> |
| <script id="fragmentShader" type="text/something-not-javascript"> |
| // Shaders with mis-matching uniform types should fail |
| // GLSL 1.017 4.3.4 |
| precision mediump float; |
| |
| uniform $(type) u_uniform; |
| |
| void main() |
| { |
| gl_FragColor = $(code); |
| } |
| </script> |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| var uniformTypes = [ |
| { type: "bool", code: "vec4(u_uniform, 0, 0, 0)", }, |
| { type: "float", code: "vec4(u_uniform, 0, 0, 0)", }, |
| { type: "int", code: "vec4(u_uniform, 0, 0, 0)", }, |
| { type: "vec2", code: "vec4(u_uniform, 0, 0)", }, |
| { type: "ivec2", code: "vec4(u_uniform, 0, 0)", }, |
| { type: "bvec2", code: "vec4(u_uniform, 0, 0)", }, |
| { type: "vec3", code: "vec4(u_uniform, 0)", }, |
| { type: "ivec3", code: "vec4(u_uniform, 0)", }, |
| { type: "bvec3", code: "vec4(u_uniform, 0)", }, |
| { type: "vec4", code: "vec4(u_uniform)", }, |
| { type: "ivec4", code: "vec4(u_uniform)", }, |
| { type: "bvec4", code: "vec4(u_uniform)", }, |
| { type: "mat2", code: "vec4(u_uniform[0][0], 0, 0, 0)", }, |
| { type: "mat3", code: "vec4(u_uniform[0][0], 0, 0, 0)", }, |
| { type: "mat4", code: "vec4(u_uniform[0][0], 0, 0, 0)", }, |
| ]; |
| var vSource = wtu.getScript("vertexShader"); |
| var fSource = wtu.getScript("fragmentShader"); |
| var tests = []; |
| for (var ii = 0; ii < uniformTypes.length; ++ii) { |
| var u1 = uniformTypes[ii]; |
| var vs = wtu.replaceParams(vSource, u1); |
| for (var jj = ii + 1; jj < uniformTypes.length; ++jj) { |
| var u2 = uniformTypes[jj]; |
| var fs = wtu.replaceParams(fSource, u2); |
| tests.push({ |
| vShaderSource: vs, |
| vShaderSuccess: true, |
| fShaderSource: fs, |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "vertex shader with uniform " + u1.type + " and fragment shader with uniform " + u2.type + " with the same name should fail to link", |
| }); |
| } |
| } |
| |
| GLSLConformanceTester.runTests(tests); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |