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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL getActiveUniform conformance test.</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="16" height="16"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| void main() |
| { |
| gl_Position = vec4(0, 0, 0, 1); |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform $type uniform0; |
| void main() |
| { |
| gl_FragColor = vec4(0,$access,0,1); |
| } |
| </script> |
| <script id="fshaderA" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform float uniform0; |
| void main() |
| { |
| gl_FragColor = vec4(0,uniform0,0,1); |
| } |
| </script> |
| <script id="fshaderB" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform float uniform0; |
| uniform float uniform1; |
| void main() |
| { |
| gl_FragColor = vec4(0,uniform0,uniform1,1); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("Tests getActiveUniform for various types"); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| |
| var tests = [ |
| { glType: gl.FLOAT, size: 1, type: 'float', access: 'uniform0'}, |
| { glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: 'uniform0[1]'}, |
| { glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: 'uniform0[2]'}, |
| { glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: 'uniform0[3]'}, |
| { glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: 'uniform0[1][1]'}, |
| { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, |
| { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, |
| { glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: 'uniform0[3][3]'}, |
| { glType: gl.INT, size: 1, type: 'int', access: 'float(uniform0)'}, |
| { glType: gl.INT_VEC2, size: 1, type: 'ivec2', access: 'float(uniform0[1])'}, |
| { glType: gl.INT_VEC3, size: 1, type: 'ivec3', access: 'float(uniform0[2])'}, |
| { glType: gl.INT_VEC4, size: 1, type: 'ivec4', access: 'float(uniform0[3])'}, |
| { glType: gl.BOOL, size: 1, type: 'bool', access: 'float(uniform0)'}, |
| { glType: gl.BOOL_VEC2, size: 1, type: 'bvec2', access: 'float(uniform0[1])'}, |
| { glType: gl.BOOL_VEC3, size: 1, type: 'bvec3', access: 'float(uniform0[2])'}, |
| { glType: gl.BOOL_VEC4, size: 1, type: 'bvec4', access: 'float(uniform0[3])'}, |
| { glType: gl.SAMPLER_2D, |
| size: 1, |
| type: 'sampler2D', |
| access: 'texture2D(uniform0, vec2(0,0)).x' |
| }, |
| { glType: gl.SAMPLER_CUBE, |
| size: 1, |
| type: 'samplerCube', |
| access: 'textureCube(uniform0, vec3(0,1,0)).x' |
| } |
| ]; |
| |
| var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER); |
| var source = document.getElementById('fshader').text; |
| |
| function createProgram(type, access) { |
| var fs = wtu.loadShader( |
| gl, |
| source.replace('$type', type).replace('$access', access), |
| gl.FRAGMENT_SHADER); |
| var program = wtu.setupProgram(gl, [vs, fs]); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup"); |
| return program; |
| } |
| |
| for (var tt = 0; tt < tests.length; ++tt) { |
| var t = tests[tt]; |
| var program = createProgram(t.type, t.access); |
| var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); |
| var found = false; |
| for (var ii = 0; ii < numUniforms; ++ii) { |
| var info = gl.getActiveUniform(program, ii); |
| if (info.name == 'uniform0') { |
| found = true; |
| assertMsg(info.type == t.glType, |
| "type must be " + wtu.glEnumToString(gl, t.glType) + " was " + |
| wtu.glEnumToString(gl, info.type)); |
| assertMsg(info.size == t.size, |
| "size must be " + t.size + ' was ' + info.size); |
| } |
| } |
| if (!found) { |
| testFailed("uniform 'uniform0' not found"); |
| } |
| } |
| |
| var p1 = wtu.setupProgram(gl, [vs, 'fshaderA']); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A"); |
| var p2 = wtu.setupProgram(gl, [vs, 'fshaderB']); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B"); |
| var l1 = gl.getUniformLocation(p1, 'uniform0'); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1"); |
| var l2 = gl.getUniformLocation(p2, 'uniform0'); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2"); |
| |
| gl.useProgram(p2); |
| gl.uniform1f(l2, 1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0"); |
| gl.uniform1f(l1, 2); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| "setting a uniform using a location from another program"); |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |
| |
| |