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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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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>