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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL uniform unused array elements get truncated 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.js"></script> |
| <script src="../resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <canvas id="example" width="2" height="2"> </canvas> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 a_position; |
| void main() |
| { |
| gl_Position = a_position; |
| } |
| </script> |
| <script id="fshader-max" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform vec4 colora[$(numUniformVectors)]; |
| void main() |
| { |
| gl_FragColor = vec4(colora[$(usedUniformVector)]); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description(); |
| debug(""); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var vSrc = wtu.getScript("vshader"); |
| var uniforms; |
| // This test is to test drivers the have bugs related to optimizing |
| // an array of uniforms when only 1 of those uniforms is used. |
| debug(""); |
| var maxUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); |
| var tests = [ |
| { desc: "using 5th element", |
| maxUniformVectors: maxUniformVectors, |
| numUniformVectors: maxUniformVectors * 2, |
| usedUniformVector: 5, |
| shader: "fshader-max", |
| color: [0, 1, 0, 1], |
| arrayName: "colora", |
| }, |
| ]; |
| |
| // According to the spec unused array elements must be truncated. |
| var requiredUniformLocationsExist; |
| function testUniformIssues(testIndex) { |
| var test = tests[testIndex]; |
| debug(""); |
| debug(test.desc); |
| var fSrc = test.source; |
| if (!fSrc) { |
| fSrc = wtu.replaceParams(wtu.getScript(test.shader), test); |
| } |
| |
| var consoleElem = document.getElementById("console"); |
| wtu.addShaderSource( |
| consoleElem, "vertex shader", vSrc); |
| wtu.addShaderSource( |
| consoleElem, "fragment shader", fSrc); |
| |
| var program = wtu.loadProgram(gl, vSrc, fSrc); |
| gl.useProgram(program); |
| uniforms = wtu.getUniformMap(gl, program); |
| shouldBe('uniforms["' + test.arrayName + '[0]"].size', (test.usedUniformVector + 1).toString()); |
| |
| requiredUniformLocationsExist = true; |
| for (var ii = 0; ii <= test.usedUniformVector + 1; ++ii) { |
| var name = test.arrayName + "[" + ii + "]"; |
| var colorLocation = gl.getUniformLocation(program, name); |
| if (ii <= test.usedUniformVector) { |
| if (!colorLocation) { |
| requiredUniformLocationsExist = false |
| } |
| } else { |
| if (colorLocation) { |
| testFailed("uniform array was not truncated as specified in OpenGL ES 2.0.25 section 2.10.4"); |
| } |
| } |
| } |
| shouldBeTrue("requiredUniformLocationsExist"); |
| } |
| |
| var testIndex = 0; |
| function runNextTest() { |
| testUniformIssues(testIndex++); |
| if (testIndex < tests.length) { |
| setTimeout(runNextTest, 10); |
| } else { |
| glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| debug(""); |
| finishTest(); |
| } |
| } |
| runNextTest(); |
| |
| var successfullyParsed = true; |
| |
| </script> |
| </body> |
| </html> |