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Issue 10399113: Roll webgl conformance tests to r17874: part 2, adding r17874 (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 7 months ago
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1 <!DOCTYPE html>
2 <html>
3 <head>
4 <meta charset="utf-8">
5 <!--
6
7 /*
8 ** Copyright (c) 2012 The Khronos Group Inc.
9 **
10 ** Permission is hereby granted, free of charge, to any person obtaining a
11 ** copy of this software and/or associated documentation files (the
12 ** "Materials"), to deal in the Materials without restriction, including
13 ** without limitation the rights to use, copy, modify, merge, publish,
14 ** distribute, sublicense, and/or sell copies of the Materials, and to
15 ** permit persons to whom the Materials are furnished to do so, subject to
16 ** the following conditions:
17 **
18 ** The above copyright notice and this permission notice shall be included
19 ** in all copies or substantial portions of the Materials.
20 **
21 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
22 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
23 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
24 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
25 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
26 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
27 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
28 */
29
30 -->
31 <title>glsl long variable name mapping tests</title>
32 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
33 <script src="../../../resources/js-test-pre.js"></script>
34 <script src="../../resources/webgl-test.js"> </script>
35 </head>
36 <body>
37 <canvas id="example" width="50" height="50">
38 There is supposed to be an example drawing here, but it's not important.
39 </canvas>
40 <div id="description"></div>
41 <div id="console"></div>
42 <script id="vshader_shared_uniform" type="x-shader/x-vertex">
43 attribute vec3 vPosition;
44 uniform mediump float value012345678901234567890123456789012345678901234 56789012345678901234567890123456789012345678901234567890123456789012345678901234 56789012345678901234567890123456789012345678901234567890123456789012345678901234 5678901234567890123456789012345678901234567890;
45 void main()
46 {
47 gl_Position = vec4(vPosition, value012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 3456789012345678901234567890123456789012345678901234567890);
48 }
49 </script>
50
51 <script id="fshader_shared_uniform" type="x-shader/x-fragment">
52 precision mediump float;
53 uniform float value01234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890;
54 void main()
55 {
56 gl_FragColor = vec4(1.0, 0.0, value012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 3456789012345678901234567890123456789012345678901234567890, 1.0);
57 }
58 </script>
59
60 <script id="vshader_uniform_array" type="x-shader/x-vertex">
61 attribute vec3 vPosition;
62 void main()
63 {
64 gl_Position = vec4(vPosition, 1.0);
65 }
66 </script>
67
68 <script id="fshader_uniform_array" type="x-shader/x-fragment">
69 precision mediump float;
70 uniform float color01234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567[2];
71 void main()
72 {
73 gl_FragColor = vec4(color0123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 345678901234567890123456789012345678901234567[0], color0123456789012345678901234 56789012345678901234567890123456789012345678901234567890123456789012345678901234 56789012345678901234567890123456789012345678901234567890123456789012345678901234 567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0);
74 }
75 </script>
76
77 <script id="vshader_varying" type="x-shader/x-vertex">
78 attribute vec3 vPosition;
79 varying float value01234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890;
80 void main()
81 {
82 value012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 3456789012345678901234567890 = 1.0;
83 gl_Position = vec4(vPosition, 1.0);
84 }
85 </script>
86
87 <script id="fshader_varying" type="x-shader/x-fragment">
88 precision mediump float;
89 varying float value01234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890;
90 void main()
91 {
92 gl_FragColor = vec4(value0123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0);
93 }
94 </script>
95
96 <script id="vshader_local" type="x-shader/x-vertex">
97 attribute vec3 vPosition;
98 void main()
99 {
100 for (int i0123456789012345678901234567890123456789012345678901234567 89012345678901234567890123456789012345678901234567890123456789012345678901234567 89012345678901234567890123456789012345678901234567890123456789012345678901234567 8901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345 67890123456789012345678901234567890123456789012345678901234567890123456789012345 67890123456789012345678901234567890123456789012345678901234567890123456789012345 67890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901 23456789012345678901234567890123456789012345678901234567890123456789012345678901 23456789012345678901234567890123456789012345678901234567890123456789012345678901 23456789012345678901234567890123456789012345678901234567890123456789012345678901 234)
101 {
102 gl_Position = vec4(vPosition, 1.0);
103 }
104 }
105 </script>
106
107 <script id="fshader_local" type="x-shader/x-fragment">
108 precision mediump float;
109 void main()
110 {
111 for (int i0123456789012345678901234567890123456789012345678901234567 89012345678901234567890123456789012345678901234567890123456789012345678901234567 89012345678901234567890123456789012345678901234567890123456789012345678901234567 8901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345 67890123456789012345678901234567890123456789012345678901234567890123456789012345 67890123456789012345678901234567890123456789012345678901234567890123456789012345 67890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901 23456789012345678901234567890123456789012345678901234567890123456789012345678901 23456789012345678901234567890123456789012345678901234567890123456789012345678901 23456789012345678901234567890123456789012345678901234567890123456789012345678901 234)
112 {
113 gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
114 }
115 }
116 </script>
117
118 <script id="vshader_attrib" type="x-shader/x-vertex">
119 attribute vec3 vPosition012345678901234567890123456789012345678901234567 89012345678901234567890123456789012345678901234567890123456789012345678901234567 89012345678901234567890123456789012345678901234567890123456789012345678901234567 890123456789012345678901234567890123456;
120 void main()
121 {
122 gl_Position = vec4(vPosition0123456789012345678901234567890123456789 01234567890123456789012345678901234567890123456789012345678901234567890123456789 01234567890123456789012345678901234567890123456789012345678901234567890123456789 01234567890123456789012345678901234567890123456, 1.0);
123 }
124 </script>
125
126 <script id="fshader_attrib" type="x-shader/x-fragment">
127 precision mediump float;
128 void main()
129 {
130 gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
131 }
132 </script>
133
134 <script>
135 if (window.initNonKhronosFramework) {
136 window.initNonKhronosFramework(false);
137 }
138
139 description("Verify that shader long variable names works fine if they a re within 256 characters.");
140
141 debug("Test same long uniform name in both vertex shader and fragment sh ader");
142 var gl = initWebGL("example");
143 var program = setupProgram(gl, "vshader_shared_uniform", "fshader_shared _uniform", [ "vPosition"]);
144 shouldBeNonNull("gl");
145 shouldBe("gl.getError()", "gl.NO_ERROR");
146 var prog = gl.getParameter(gl.CURRENT_PROGRAM);
147 shouldBeNonNull("prog");
148 var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890");
149 shouldBeNonNull("valueLoc");
150 shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
151 var activeUniform = gl.getActiveUniform(prog, 0);
152 shouldBeNonNull("activeUniform");
153 shouldBe("activeUniform.type", "gl.FLOAT");
154 shouldBe("activeUniform.size", "1");
155 shouldBe("activeUniform.name", "'value0123456789012345678901234567890123 45678901234567890123456789012345678901234567890123456789012345678901234567890123 45678901234567890123456789012345678901234567890123456789012345678901234567890123 456789012345678901234567890123456789012345678901234567890'");
156 gl.uniform1f(valueLoc, 1.0);
157 drawAndCheckPixels(gl);
158 shouldBe("gl.getError()", "gl.NO_ERROR");
159 debug("");
160
161 debug("Test long uniform array name");
162 var gl = initWebGL("example");
163 var program = setupProgram(gl, "vshader_uniform_array", "fshader_uniform _array", [ "vPosition"]);
164 shouldBeNonNull("gl");
165 shouldBe("gl.getError()", "gl.NO_ERROR");
166 var prog = gl.getParameter(gl.CURRENT_PROGRAM);
167 shouldBeNonNull("prog");
168 var redLoc = gl.getUniformLocation(prog, "color0123456789012345678901234 56789012345678901234567890123456789012345678901234567890123456789012345678901234 56789012345678901234567890123456789012345678901234567890123456789012345678901234 567890123456789012345678901234567890123456789012345678901234567[0]");
169 shouldBeNonNull("redLoc");
170 var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567[1]");
171 shouldBeNonNull("greenLoc");
172 shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
173 var activeUniform = gl.getActiveUniform(prog, 0);
174 shouldBeNonNull("activeUniform");
175 shouldBe("activeUniform.type", "gl.FLOAT");
176 shouldBe("activeUniform.size", "2");
177 shouldBe("activeUniform.name", "'color0123456789012345678901234567890123 45678901234567890123456789012345678901234567890123456789012345678901234567890123 45678901234567890123456789012345678901234567890123456789012345678901234567890123 456789012345678901234567890123456789012345678901234567[0]'");
178 gl.uniform1f(redLoc, 1.0);
179 gl.uniform1f(greenLoc, 0.0);
180 drawAndCheckPixels(gl);
181 shouldBe("gl.getError()", "gl.NO_ERROR");
182 debug("");
183
184 debug("Test long varying name");
185 var gl = initWebGL("example");
186 var program = setupProgram(gl, "vshader_varying", "fshader_varying", [ " vPosition"]);
187 shouldBeNonNull("gl");
188 shouldBe("gl.getError()", "gl.NO_ERROR");
189 var prog = gl.getParameter(gl.CURRENT_PROGRAM);
190 shouldBeNonNull("prog");
191 drawAndCheckPixels(gl);
192 shouldBe("gl.getError()", "gl.NO_ERROR");
193 debug("");
194
195 debug("Test long local variable name");
196 var gl = initWebGL("example");
197 var program = setupProgram(gl, "vshader_varying", "fshader_varying", [ " vPosition"]);
198 shouldBeNonNull("gl");
199 shouldBe("gl.getError()", "gl.NO_ERROR");
200 var prog = gl.getParameter(gl.CURRENT_PROGRAM);
201 shouldBeNonNull("prog");
202 drawAndCheckPixels(gl);
203 shouldBe("gl.getError()", "gl.NO_ERROR");
204 debug("");
205
206 debug("Test long attribute name");
207 var gl = initWebGL("example");
208 var program = setupProgram(gl, "vshader_attrib", "fshader_attrib", [ "vP osition0123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456789012345678901234567890123456789012345678901234567890123456789012 34567890123456"]);
209 shouldBeNonNull("gl");
210 shouldBe("gl.getError()", "gl.NO_ERROR");
211 var prog = gl.getParameter(gl.CURRENT_PROGRAM);
212 shouldBeNonNull("prog");
213 shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1");
214 var activeAttrib = gl.getActiveAttrib(prog, 0);
215 shouldBeNonNull("activeAttrib");
216 shouldBe("activeAttrib.size", "1");
217 shouldBe("activeAttrib.type", "gl.FLOAT_VEC3");
218 shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890 12345678901234567890123456789012345678901234567890123456789012345678901234567890 12345678901234567890123456789012345678901234567890123456789012345678901234567890 12345678901234567890123456789012345678901234567890123456'");
219 drawAndCheckPixels(gl);
220 shouldBe("gl.getError()", "gl.NO_ERROR");
221 debug("");
222
223
224 function fail(x, y, buf, shouldBe)
225 {
226 var i = (y*50+x) * 4;
227 var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+b uf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
228 testFailed(reason);
229 }
230
231 function pass()
232 {
233 testPassed("drawing is correct");
234 }
235
236 function drawAndCheckPixels(gl)
237 {
238 var vertexObject = gl.createBuffer();
239 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
240 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5 ,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
241 gl.enableVertexAttribArray(0);
242 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
243
244 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
245 gl.drawArrays(gl.TRIANGLES, 0, 3);
246
247 var buf = new Uint8Array(50 * 50 * 4);
248 gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
249
250 // Test several locations
251 // First line should be all black
252 for (var i = 0; i < 50; ++i)
253 if (buf[i*4] != 0 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i *4+3] != 255) {
254 fail(i, 0, buf, "(0,0,0,255)");
255 return;
256 }
257
258 // Line 15 should be magenta for at least 10 pixels starting 20 pixe ls in
259 var offset = (15*50+20) * 4;
260 for (var i = 0; i < 10; ++i)
261 if (buf[offset+i*4] != 255 || buf[offset+i*4+1] != 0 || buf[offs et+i*4+2] != 255 || buf[offset+i*4+3] != 255) {
262 fail(20 + i, 15, buf, "(255,0,255,255)");
263 return;
264 }
265 // Last line should be all black
266 offset = (49*50) * 4;
267 for (var i = 0; i < 50; ++i)
268 if (buf[offset+i*4] != 0 || buf[offset+i*4+1] != 0 || buf[offset +i*4+2] != 0 || buf[offset+i*4+3] != 255) {
269 fail(i, 49, buf, "(0,0,0,255)");
270 return;
271 }
272
273 pass();
274 }
275
276 successfullyParsed = true;
277 </script>
278 <script src="../../../resources/js-test-post.js"></script>
279 </body>
280 </html>
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