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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL uniform location length tests</title>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"> </script>
<script src="resources/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.</div>
<div id="console"></div>
<script id="goodVertexShader1" type="x-shader/x-vertex">
// A vertex shader where the uniform name is long, but well below the limit.
struct Nesting2 {
vec4 identifier62CharactersLong_01234567890123456789012345678901234;
};
struct Nesting1 {
Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
};
uniform Nesting1 identifier70CharactersLong_01234567890123456789012345678901234567890;
void main() {
gl_Position = identifier70CharactersLong_01234567890123456789012345678901234567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
}
</script>
<script id="goodVertexShader2" type="x-shader/x-vertex">
// A vertex shader where the needed uniform location is exactly 256 characters.
struct Nesting2 {
vec4 identifier62CharactersLong_01234567890123456789012345678901234;
};
struct Nesting1 {
Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
};
uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
void main() {
gl_Position = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
}
</script>
<script id="badVertexShader" type="x-shader/x-vertex">
// A vertex shader where the needed uniform location is 257 characters.
struct Nesting2 {
vec4 identifier63CharactersLong_012345678901234567890123456789012345;
};
struct Nesting1 {
Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
};
uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
void main() {
Nesting2 temp = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456;
gl_Position = temp.identifier63CharactersLong_012345678901234567890123456789012345;
}
</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>
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(false);
}
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext(document.getElementById("example"));
debug("Test uniform location underneath the length limit");
var program = wtu.loadProgramFromScript(gl, "goodVertexShader1", "fragmentShader");
shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
var uniformLoc = gl.getUniformLocation(program, "identifier70CharactersLong_01234567890123456789012345678901234567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
shouldBeNonNull('uniformLoc');
wtu.glErrorShouldBe(gl, gl.NONE);
debug("Test uniform location exactly at the length limit");
var program = wtu.loadProgramFromScript(gl, "goodVertexShader2", "fragmentShader");
shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
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, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier63CharactersLong_012345678901234567890123456789012345");
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
shouldBeNull('uniformLoc');
</script>
</body>
</html>