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| /* |
| ** Copyright (c) 2014 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
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| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
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| --> |
| |
| <!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="vertexShaderStructSequence" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_Position = uni.pos; |
| } |
| </script> |
| <script id="fragmentShaderStructSequence" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 color; |
| vec4 pos; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_FragColor = uni.color; |
| } |
| </script> |
| <script id="vertexShaderStructName" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_Position = uni.pos; |
| } |
| </script> |
| <script id="fragmentShaderStructNameFailure" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info1 { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info1 uni; |
| void main() |
| { |
| gl_FragColor = uni.color; |
| } |
| </script> |
| <script id="fragmentShaderStructNameSuccess" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| |
| // Add a struct before info to make sure the struct info here is assigned |
| // a different internal unique ID from the struct info in vertex shader. |
| struct extra { |
| vec4 p; |
| }; |
| |
| struct info { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| extra my; |
| my.p = uni.color; |
| gl_FragColor = my.p; |
| } |
| </script> |
| <script id="vertexShaderStructFieldName" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_Position = uni.pos; |
| } |
| </script> |
| <script id="fragmentShaderStructFieldName" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 pos1; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_FragColor = uni.color; |
| } |
| </script> |
| <script id="vertexShaderStructFieldType" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_Position = uni.pos; |
| } |
| </script> |
| <script id="fragmentShaderStructFieldType" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec3 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_FragColor = uni.color; |
| } |
| </script> |
| <script id="vertexShaderStructFieldPrecision" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| struct info { |
| mediump vec4 pos; |
| highp vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_Position = uni.pos; |
| } |
| </script> |
| <script id="fragmentShaderStructFieldPrecision" type="text/something-not-javascript"> |
| // Structures must have the same name, sequence of type names, and |
| // type definitions, and field names to be considered the same type. |
| // GLSL 1.017 4.2.4 |
| precision mediump float; |
| struct info { |
| vec4 pos; |
| vec4 color; |
| }; |
| |
| uniform info uni; |
| void main() |
| { |
| gl_FragColor = uni.color; |
| } |
| </script> |
| <script id="vertexShaderUnnamedStruct" type="text/something-not-javascript"> |
| // ANGLE regression on Windows, crbug.com/401296 |
| uniform struct { |
| float f; |
| vec4 v; |
| } u_struct; |
| |
| void main() |
| { |
| gl_Position = u_struct.f * u_struct.v; |
| } |
| </script> |
| <script id="fragmentShaderSimple" type="text/something-not-javascript"> |
| void main() |
| { |
| gl_FragColor = vec4(1.0); |
| } |
| </script> |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| |
| var tests = []; |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderStructName"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderStructNameSuccess"), |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: "Structures with the same defination must be considered the same type.", |
| }); |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderStructName"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderStructNameFailure"), |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "Structures must have the same name to be considered the same type.", |
| }); |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderStructSequence"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderStructSequence"), |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "Structures must have the same sequence of type names to be considered the same type.", |
| }); |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderStructFieldName"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderStructFieldName"), |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "Structures must have the same field names to be considered the same type.", |
| }); |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderStructFieldType"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderStructFieldType"), |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "Structures must have the same type definitions to be considered the same type.", |
| }); |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderStructFieldPrecision"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderStructFieldPrecision"), |
| fShaderSuccess: true, |
| linkSuccess: false, |
| passMsg: "Structures must have the same type definitions (including precision) to be considered the same type.", |
| }); |
| tests.push({ |
| vShaderSource: wtu.getScript("vertexShaderUnnamedStruct"), |
| vShaderSuccess: true, |
| fShaderSource: wtu.getScript("fragmentShaderSimple"), |
| fShaderSuccess: true, |
| linkSuccess: true, |
| passMsg: "Shaders with uniforms of unnamed struct type should compile and link successfully.", |
| }); |
| |
| GLSLConformanceTester.runTests(tests); |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |