Index: third_party/webgl/sdk/tests/conformance/uniforms/uniform-default-values.html |
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--- third_party/webgl/sdk/tests/conformance/uniforms/uniform-default-values.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/uniforms/uniform-default-values.html (revision 0) |
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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. |
+*/ |
+ |
+--> |
+ |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL uniform default values</title> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script> |
+<script src="../../resources/js-test-pre.js"></script> |
+<script src="../resources/webgl-test.js"></script> |
+<script src="../resources/webgl-test-utils.js"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+<canvas id="example" width="2" height="2"> </canvas> |
+<script id="vshader0" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+void main() |
+{ |
+ gl_Position = vPosition; |
+} |
+</script> |
+<script id="fshader0" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform $(type) u_uniform; |
+ |
+bool isZero($(type) value) { |
+ $(check); |
+} |
+ |
+void main() |
+{ |
+ gl_FragColor = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
+} |
+</script> |
+<script id="vshader1" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+varying vec4 v_color; |
+uniform $(type) u_uniform; |
+ |
+bool isZero($(type) value) { |
+ $(check); |
+} |
+ |
+void main() |
+{ |
+ gl_Position = vPosition; |
+ v_color = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
+} |
+</script> |
+<script id="fshader1" type="x-shader/x-fragment"> |
+precision mediump float; |
+varying vec4 v_color; |
+void main() |
+{ |
+ gl_FragColor = v_color; |
+} |
+</script> |
+<script id="vshader2" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+void main() |
+{ |
+ gl_Position = vPosition; |
+} |
+</script> |
+<script id="fshader2" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform $(type) u_uniform[2]; |
+ |
+bool isZero($(type) value) { |
+ $(check); |
+} |
+ |
+void main() |
+{ |
+ gl_FragColor = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
+} |
+</script> |
+<script id="vshader3" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+varying vec4 v_color; |
+uniform $(type) u_uniform[2]; |
+ |
+bool isZero($(type) value) { |
+ $(check); |
+} |
+ |
+void main() |
+{ |
+ gl_Position = vPosition; |
+ v_color = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1); |
+} |
+</script> |
+<script id="fshader3" type="x-shader/x-fragment"> |
+precision mediump float; |
+varying vec4 v_color; |
+void main() |
+{ |
+ gl_FragColor = v_color; |
+} |
+</script> |
+<script> |
+description(); |
+ |
+var tests = [ |
+{ type: 'float', |
+ check: "return value == 0.0", |
+ setFn: function(gl, loc) { gl.uniform1f(loc, 3.0); } |
+}, |
+{ type: 'int', |
+ check: "return value == 0", |
+ setFn: function(gl, loc) { gl.uniform1i(loc, 3.0); } |
+}, |
+{ type: 'bool', |
+ check: "return value == false", |
+ setFn: function(gl, loc) { gl.uniform1i(loc, 1); } |
+}, |
+{ type: 'vec2', |
+ check: "return value[0] == 0.0 && value[1] == 0.0", |
+ setFn: function(gl, loc) { gl.uniform2f(loc, 3.0, 3.0); } |
+}, |
+{ type: 'vec3', |
+ check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0", |
+ setFn: function(gl, loc) { gl.uniform3f(loc, 3.0, 3.0, 3.0); } |
+}, |
+{ type: 'vec4', |
+ check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && value[3] == 0.0", |
+ setFn: function(gl, loc) { gl.uniform4f(loc, 3.0, 3.0, 3.0, 3.0); } |
+}, |
+{ type: 'ivec2', |
+ check: "return value[0] == 0 && value[1] == 0", |
+ setFn: function(gl, loc) { gl.uniform2i(loc, 3, 3); } |
+}, |
+{ type: 'ivec3', |
+ check: "return value[0] == 0 && value[1] == 0 && value[2] == 0", |
+ setFn: function(gl, loc) { gl.uniform3i(loc, 3, 3, 3); } |
+}, |
+{ type: 'ivec4', |
+ check: "return value[0] == 0 && value[1] == 0 && value[2] == 0 && value[3] == 0", |
+ setFn: function(gl, loc) { gl.uniform4i(loc, 3, 3, 3, 3); } |
+}, |
+{ type: 'bvec2', |
+ check: "return value[0] == false && value[1] == false", |
+ setFn: function(gl, loc) { gl.uniform2i(loc, 1, 1); } |
+}, |
+{ type: 'bvec3', |
+ check: "return value[0] == false && value[1] == false && value[2] == false", |
+ setFn: function(gl, loc) { gl.uniform3i(loc, 1, 1, 1); } |
+}, |
+{ type: 'bvec4', |
+ check: "return value[0] == false && value[1] == false && value[2] == false && value[3] == false", |
+ setFn: function(gl, loc) { gl.uniform4i(loc, 1, 1, 1, 1); } |
+}, |
+{ type: 'mat2', |
+ check: |
+ "return " + |
+ "value[0][0] == 0.0 && value[0][1] == 0.0 && " + |
+ "value[1][0] == 0.0 && value[1][0] == 0.0", |
+ valueCheck: |
+ "return " + |
+ "value[0] == 0.0 && value[1] == 0.0 && " + |
+ "value[2] == 0.0 && value[3] == 0.0", |
+ setFn: function(gl, loc) { gl.uniformMatrix2fv(loc, false, [1, 1, 1, 1]); } |
+}, |
+{ type: 'mat3', |
+ check: |
+ "return " + |
+ "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && " + |
+ "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && " + |
+ "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0", |
+ valueCheck: |
+ "return " + |
+ "value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && " + |
+ "value[3] == 0.0 && value[4] == 0.0 && value[5] == 0.0 && " + |
+ "value[6] == 0.0 && value[7] == 0.0 && value[8] == 0.0", |
+ setFn: function(gl, loc) { gl.uniformMatrix3fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1]); } |
+}, |
+{ type: 'mat4', |
+ check: |
+ "return " + |
+ "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && value[3][0] == 0.0 && " + |
+ "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && value[3][1] == 0.0 && " + |
+ "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0 && value[3][2] == 0.0 && " + |
+ "value[0][3] == 0.0 && value[1][3] == 0.0 && value[2][3] == 0.0 && value[3][3] == 0.0", |
+ valueCheck: |
+ "return " + |
+ "value[ 0] == 0.0 && value[ 1] == 0.0 && value[ 2] == 0.0 && value[ 3] == 0.0 && " + |
+ "value[ 4] == 0.0 && value[ 5] == 0.0 && value[ 6] == 0.0 && value[ 7] == 0.0 && " + |
+ "value[ 8] == 0.0 && value[ 9] == 0.0 && value[10] == 0.0 && value[11] == 0.0 && " + |
+ "value[12] == 0.0 && value[13] == 0.0 && value[14] == 0.0 && value[15] == 0.0", |
+ setFn: function(gl, loc) { gl.uniformMatrix4fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]); } |
+}, |
+{ type: 'sampler2D', |
+ check: |
+ "vec4 v = texture2D(value, vec2(0, 0));" + |
+ "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0", |
+ valueCheck: |
+ "return value == 0", |
+ setFn: function(gl, loc) { gl.uniform1i(loc, 1); } |
+}, |
+{ type: 'samplerCube', |
+ check: |
+ "vec4 v = textureCube(value, vec3(0, 0, 0));" + |
+ "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0", |
+ valueCheck: |
+ "return value == 0", |
+ setFn: function(gl, loc) { gl.uniform1i(loc, 1); } |
+}, |
+]; |
+ |
+var wtu = WebGLTestUtils; |
+var gl = wtu.create3DContext(); |
+var c = document.getElementById("console"); |
+ |
+wtu.setupUnitQuad(gl, [0, 1]); |
+ |
+// Set unit 0 to a non-0 texture. |
+var haveVertexTextureImageUnits = |
+ gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) >= 2; |
+var tex2D = gl.createTexture(); |
+var texCube = gl.createTexture(); |
+gl.bindTexture(gl.TEXTURE_2D, tex2D); |
+gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube); |
+ |
+var pixel = new Uint8Array([255, 255, 255, 255]); |
+var targets = [ |
+ gl.TEXTURE_2D, |
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X, |
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X, |
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y, |
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, |
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z, |
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z |
+]; |
+for (var ii = 0; ii < targets.length; ++ii) { |
+ gl.texImage2D( |
+ targets[ii], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel); |
+} |
+ |
+var shaderTemplates = [ |
+{ vs: "vshader0", fs: "fshader0", type: 'f' }, |
+{ vs: "vshader1", fs: "fshader1", type: 'v' }, |
+{ vs: "vshader2", fs: "fshader2", type: 'f' }, |
+{ vs: "vshader3", fs: "fshader3", type: 'v' }, |
+]; |
+ |
+// Get shader templates |
+for (var ii = 0; ii < shaderTemplates.length; ++ii) { |
+ template = shaderTemplates[ii]; |
+ template.vs = wtu.getScript(template.vs); |
+ template.fs = wtu.getScript(template.fs); |
+} |
+ |
+function testType(test) { |
+ debug(""); |
+ debug("testing: " + test.type); |
+ |
+ for (var ii = 0; ii < shaderTemplates.length; ++ii) { |
+ var template = shaderTemplates[ii]; |
+ |
+ if (test.type.substring(0, 7) == "sampler" && |
+ template.type == 'v' && |
+ !haveVertexTextureImageUnits) { |
+ continue; |
+ } |
+ |
+ var vs = wtu.replaceParams(template.vs, test); |
+ var fs = wtu.replaceParams(template.fs, test); |
+ |
+ wtu.addShaderSource(c, "vertex shader", vs); |
+ wtu.addShaderSource(c, "fragment shader", fs); |
+ |
+ var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER); |
+ var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER); |
+ var program = wtu.createProgram(gl, vs, fs); |
+ |
+ gl.useProgram(program); |
+ |
+ var loc = gl.getUniformLocation(program, "u_uniform[1]"); |
+ if (!loc) { |
+ var loc = gl.getUniformLocation(program, "u_uniform"); |
+ } |
+ |
+ var value = gl.getUniform(program, loc); |
+ eval("checkFn = function(value) {" + (test.valueCheck ? test.valueCheck : test.check) + ";}"); |
+ if (checkFn(value)) { |
+ testPassed("uniform is zero"); |
+ } else { |
+ testFailed("uniform is not zero"); |
+ } |
+ |
+ debug("default value should be zero"); |
+ wtu.drawQuad(gl); |
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); |
+ |
+ debug("test test by setting value"); |
+ test.setFn(gl, loc); |
+ |
+ wtu.drawQuad(gl); |
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red", 0); |
+ |
+ debug("re-linking should reset to defaults"); |
+ gl.linkProgram(program); |
+ |
+ wtu.drawQuad(gl); |
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0); |
+ |
+ gl.deleteProgram(program); |
+ gl.deleteShader(vs); |
+ gl.deleteShader(fs); |
+ |
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors"); |
+ } |
+} |
+ |
+var testNdx = 0; |
+function runNextTest() { |
+ testType(tests[testNdx++]); |
+ if (testNdx >= tests.length) { |
+ finishTest(); |
+ } else { |
+ setTimeout(runNextTest, 1); |
+ } |
+} |
+ |
+runNextTest(); |
+ |
+successfullyParsed = true; |
+ |
+</script> |
+</body> |
+</html> |
Property changes on: third_party/webgl/sdk/tests/conformance/uniforms/uniform-default-values.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |