blob: 47b6dbe03df11c2edf8eb961a4e414fbc660b671 [file] [log] [blame]
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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
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** 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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<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/x-javascript" src="../unit.js"></script>
<script type="application/x-javascript" src="../util.js"></script>
<script type="application/x-javascript">
Tests.startUnit = function () {
var canvas = document.getElementById('gl');
var gl = wrapGLContext(getGLContext(canvas));
return [gl];
}
Tests.testUniformf = function(gl) {
var sh = new Filter(gl, 'foobar-vert', 'foobar-frag');
sh.apply(function(f){
var uniV4 = f.uniform('uniV4');
var uniFloat = f.uniform('uniFloat');
assertThrowNoGLError(gl, "number for location",
function(){gl.uniform4fv(58882929, [1,2,3,4]);});
assertThrowNoGLError(gl, "negative number for location",
function(){gl.uniform4fv(-58882929, [1,2,3,4]);});
assertGLError(gl, gl.INVALID_OPERATION, "1fv on 4fv",
function(){gl.uniform1fv(uniV4, [1,2,3,4]);});
assertGLError(gl, gl.INVALID_OPERATION, "more than enough values 1fv",
function(){gl.uniform1fv(uniFloat, [2,3,4,5,6]);});
assertGLError(gl, gl.INVALID_OPERATION, "4fv on float",
function(){gl.uniform4fv(uniFloat, [2,3,4,5]);});
assertOk("4fv on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4]);});
assertGLError(gl, gl.INVALID_VALUE, "5 values on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4, 5]);});
assertGLError(gl, gl.INVALID_OPERATION, "8 values on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4, 5, 6, 7, 8]);});
assertGLError(gl, gl.INVALID_OPERATION, "3fv on float",
function(){gl.uniform3fv(uniFloat, [2,3,4]);});
assertGLError(gl, gl.INVALID_OPERATION, "2fv on float",
function(){gl.uniform2fv(uniFloat, [2,3]);});
assertGLError(gl, gl.INVALID_OPERATION, "3fv on 4fv",
function(){gl.uniform3fv(uniV4, [4,5,6]);});
assertGLError(gl, gl.INVALID_OPERATION, "2fv on 4fv",
function(){gl.uniform2fv(uniV4, [5,6]);});
assertGLError(gl, gl.INVALID_OPERATION, "1fv on 4fv",
function(){gl.uniform1fv(uniV4, [6]);});
assertOk("1fv on 1fv",
function(){gl.uniform1fv(uniFloat, [2]);});
assertGLError(gl, gl.INVALID_VALUE, "not enough values on 1fv",
function(){gl.uniform1fv(uniFloat, []);});
assertGLError(gl, gl.INVALID_VALUE, "not enough values on 4fv",
function(){gl.uniform4fv(uniV4, [3,3,4]);});
assertGLError(gl, gl.INVALID_OPERATION, "4iv on 4fv",
function(){gl.uniform4iv(uniV4, [1, 2, 3, 4]);});
assertGLError(gl, gl.INVALID_OPERATION, "1iv on 1fv",
function(){gl.uniform1iv(uniFloat, [2]);});
});
var d = new Uint8Array(4);
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, d);
assertArrayEquals([1,2,3,8], d);
sh.destroy();
throwError(gl);
}
Tests.endUnit = function(gl) {
}
</script>
<script id="foobar-vert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
uniform float uniFloat;
varying vec4 texCoord0;
void main()
{
texCoord0 = vec4(Tex.s, 1.0-Tex.t, uniFloat, 0.0);
gl_Position = vec4(Vertex, 1.0);
}
</script>
<script id="foobar-frag" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 uniV4;
varying vec4 texCoord0;
void main()
{
gl_FragColor = vec4(
uniV4.r/255.0,
uniV4.g/255.0,
uniV4.b/255.0,
uniV4.a*texCoord0.z/255.0);
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
</body></html>