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| /* |
| ** Copyright (c) 2012 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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| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>glsl long variable name mapping tests</title> |
| <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| <script src="../../../js/js-test-pre.js"></script> |
| <script src="../../../js/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"></div> |
| <div id="console"></div> |
| <script id="vshader_shared_uniform" type="x-shader/x-vertex"> |
| attribute vec3 vPosition; |
| uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
| void main() |
| { |
| gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890); |
| } |
| </script> |
| |
| <script id="fshader_shared_uniform" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0); |
| } |
| </script> |
| |
| <script id="vshader_uniform_array" type="x-shader/x-vertex"> |
| attribute vec3 vPosition; |
| void main() |
| { |
| gl_Position = vec4(vPosition, 1.0); |
| } |
| </script> |
| |
| <script id="fshader_uniform_array" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2]; |
| void main() |
| { |
| gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0); |
| } |
| </script> |
| |
| <script id="vshader_varying" type="x-shader/x-vertex"> |
| attribute vec3 vPosition; |
| varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
| void main() |
| { |
| value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0; |
| gl_Position = vec4(vPosition, 1.0); |
| } |
| </script> |
| |
| <script id="fshader_varying" type="x-shader/x-fragment"> |
| precision mediump float; |
| varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
| void main() |
| { |
| gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0); |
| } |
| </script> |
| |
| <script id="vshader_local" type="x-shader/x-vertex"> |
| attribute vec3 vPosition; |
| void main() |
| { |
| for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) |
| { |
| gl_Position = vec4(vPosition, 1.0); |
| } |
| } |
| </script> |
| |
| <script id="fshader_local" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() |
| { |
| for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) |
| { |
| gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); |
| } |
| } |
| </script> |
| |
| <script id="vshader_attrib" type="x-shader/x-vertex"> |
| attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
| void main() |
| { |
| gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0); |
| } |
| </script> |
| |
| <script id="fshader_attrib" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| description("Verify that shader long variable names works fine if they are within 256 characters."); |
| |
| debug("Test same long uniform name in both vertex shader and fragment shader"); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram(gl, ["vshader_shared_uniform", "fshader_shared_uniform"], ["vPosition"]); |
| shouldBeNonNull("gl"); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
| shouldBeNonNull("prog"); |
| var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890"); |
| shouldBeNonNull("valueLoc"); |
| shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); |
| var activeUniform = gl.getActiveUniform(prog, 0); |
| shouldBeNonNull("activeUniform"); |
| shouldBe("activeUniform.type", "gl.FLOAT"); |
| shouldBe("activeUniform.size", "1"); |
| shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'"); |
| gl.uniform1f(valueLoc, 1.0); |
| drawAndCheckPixels(gl); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| debug(""); |
| |
| debug("Test long uniform array name"); |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram(gl, ["vshader_uniform_array", "fshader_uniform_array"], ["vPosition"]); |
| shouldBeNonNull("gl"); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
| shouldBeNonNull("prog"); |
| var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]"); |
| shouldBeNonNull("redLoc"); |
| var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]"); |
| shouldBeNonNull("greenLoc"); |
| shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); |
| var activeUniform = gl.getActiveUniform(prog, 0); |
| shouldBeNonNull("activeUniform"); |
| shouldBe("activeUniform.type", "gl.FLOAT"); |
| shouldBe("activeUniform.size", "2"); |
| shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'"); |
| gl.uniform1f(redLoc, 1.0); |
| gl.uniform1f(greenLoc, 0.0); |
| drawAndCheckPixels(gl); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| debug(""); |
| |
| debug("Test long varying name"); |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]); |
| shouldBeNonNull("gl"); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
| shouldBeNonNull("prog"); |
| drawAndCheckPixels(gl); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| debug(""); |
| |
| debug("Test long local variable name"); |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]); |
| shouldBeNonNull("gl"); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
| shouldBeNonNull("prog"); |
| drawAndCheckPixels(gl); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| debug(""); |
| |
| debug("Test long attribute name"); |
| var gl = wtu.create3DContext("example"); |
| var program = wtu.setupProgram(gl, ["vshader_attrib", "fshader_attrib"], ["vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"]); |
| shouldBeNonNull("gl"); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
| shouldBeNonNull("prog"); |
| shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1"); |
| var activeAttrib = gl.getActiveAttrib(prog, 0); |
| shouldBeNonNull("activeAttrib"); |
| shouldBe("activeAttrib.size", "1"); |
| shouldBe("activeAttrib.type", "gl.FLOAT_VEC3"); |
| shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'"); |
| drawAndCheckPixels(gl); |
| shouldBe("gl.getError()", "gl.NO_ERROR"); |
| debug(""); |
| |
| function drawAndCheckPixels(gl) |
| { |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 3); |
| |
| // Test several locations |
| // First line should be all black |
| wtu.checkCanvasRect(gl, 0, 0, 50, 1, [0, 0, 0, 0]); |
| |
| // Line 15 should be magenta for at least 10 pixels starting 20 pixels in |
| wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 255, 255]); |
| |
| // Last line should be all black |
| wtu.checkCanvasRect(gl, 0, 49, 50, 1, [0, 0, 0, 0]); |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../../js/js-test-post.js"></script> |
| </body> |
| </html> |