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1 <!-- | |
2 Copyright (c) 2009 The Chromium Authors. All rights reserved. | |
3 Use of this source code is governed by a BSD-style license that can be | |
4 found in the LICENSE file. | |
5 --> | |
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
7 "http://www.w3.org/TR/html4/loose.dtd"> | |
8 <html> | |
9 <head> | |
10 <title>WebGL getActiveUniform conformance test.</title> | |
11 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
12 <script src="../resources/js-test-pre.js"></script> | |
13 <script src="resources/webgl-test.js"> </script> | |
14 <script src="resources/webgl-test-utils.js"> </script> | |
15 </head> | |
16 <body> | |
17 <canvas id="example" width="16" height="16"></canvas> | |
18 <div id="description"></div> | |
19 <div id="console"></div> | |
20 <script id="vshader" type="x-shader/x-vertex"> | |
21 void main() | |
22 { | |
23 gl_Position = vec4(0, 0, 0, 1); | |
24 } | |
25 </script> | |
26 <script id="fshader" type="x-shader/x-fragment"> | |
27 precision mediump float; | |
28 uniform $type uniform0; | |
29 void main() | |
30 { | |
31 gl_FragColor = vec4(0,$access,0,1); | |
32 } | |
33 </script> | |
34 <script id="fshaderA" type="x-shader/x-fragment"> | |
35 precision mediump float; | |
36 uniform float uniform0; | |
37 void main() | |
38 { | |
39 gl_FragColor = vec4(0,uniform0,0,1); | |
40 } | |
41 </script> | |
42 <script id="fshaderB" type="x-shader/x-fragment"> | |
43 precision mediump float; | |
44 uniform float uniform0; | |
45 uniform float uniform1; | |
46 void main() | |
47 { | |
48 gl_FragColor = vec4(0,uniform0,uniform1,1); | |
49 } | |
50 </script> | |
51 <script> | |
52 description("Tests getActiveUniform for various types"); | |
53 | |
54 var wtu = WebGLTestUtils; | |
55 var canvas = document.getElementById("example"); | |
56 var gl = wtu.create3DContext(canvas); | |
57 | |
58 var tests = [ | |
59 { glType: gl.FLOAT, size: 1, type: 'float', access: 'uniform0'}, | |
60 { glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: 'uniform0[1]'}, | |
61 { glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: 'uniform0[2]'}, | |
62 { glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: 'uniform0[3]'}, | |
63 { glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: 'uniform0[1][1]'}, | |
64 { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, | |
65 { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, | |
66 { glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: 'uniform0[3][3]'}, | |
67 { glType: gl.INT, size: 1, type: 'int', access: 'float(uniform0)'}, | |
68 { glType: gl.INT_VEC2, size: 1, type: 'ivec2', access: 'float(uniform0[1])'}, | |
69 { glType: gl.INT_VEC3, size: 1, type: 'ivec3', access: 'float(uniform0[2])'}, | |
70 { glType: gl.INT_VEC4, size: 1, type: 'ivec4', access: 'float(uniform0[3])'}, | |
71 { glType: gl.BOOL, size: 1, type: 'bool', access: 'float(uniform0)'}, | |
72 { glType: gl.BOOL_VEC2, size: 1, type: 'bvec2', access: 'float(uniform0[1])'}, | |
73 { glType: gl.BOOL_VEC3, size: 1, type: 'bvec3', access: 'float(uniform0[2])'}, | |
74 { glType: gl.BOOL_VEC4, size: 1, type: 'bvec4', access: 'float(uniform0[3])'}, | |
75 { glType: gl.SAMPLER_2D, | |
76 size: 1, | |
77 type: 'sampler2D', | |
78 access: 'texture2D(uniform0, vec2(0,0)).x' | |
79 }, | |
80 { glType: gl.SAMPLER_CUBE, | |
81 size: 1, | |
82 type: 'samplerCube', | |
83 access: 'textureCube(uniform0, vec3(0,1,0)).x' | |
84 } | |
85 ]; | |
86 | |
87 var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER); | |
88 var source = document.getElementById('fshader').text; | |
89 | |
90 function createProgram(type, access) { | |
91 var fs = wtu.loadShader( | |
92 gl, | |
93 source.replace('$type', type).replace('$access', access), | |
94 gl.FRAGMENT_SHADER); | |
95 var program = wtu.setupProgram(gl, [vs, fs]); | |
96 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup"); | |
97 return program; | |
98 } | |
99 | |
100 for (var tt = 0; tt < tests.length; ++tt) { | |
101 var t = tests[tt]; | |
102 var program = createProgram(t.type, t.access); | |
103 var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); | |
104 var found = false; | |
105 for (var ii = 0; ii < numUniforms; ++ii) { | |
106 var info = gl.getActiveUniform(program, ii); | |
107 if (info.name == 'uniform0') { | |
108 found = true; | |
109 assertMsg(info.type == t.glType, | |
110 "type must be " + wtu.glEnumToString(gl, t.glType) + " was " + | |
111 wtu.glEnumToString(gl, info.type)); | |
112 assertMsg(info.size == t.size, | |
113 "size must be " + t.size + ' was ' + info.size); | |
114 } | |
115 } | |
116 if (!found) { | |
117 testFailed("uniform 'uniform0' not found"); | |
118 } | |
119 } | |
120 | |
121 var p1 = wtu.setupProgram( | |
122 gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderA', gl.FRAGMENT_SHADER)]); | |
123 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A"); | |
124 var p2 = wtu.setupProgram( | |
125 gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderB', gl.FRAGMENT_SHADER)]); | |
126 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B"); | |
127 var l1 = gl.getUniformLocation(p1, 'uniform0'); | |
128 glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1"); | |
129 var l2 = gl.getUniformLocation(p2, 'uniform0'); | |
130 glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2"); | |
131 | |
132 gl.useProgram(p2); | |
133 gl.uniform1f(l2, 1); | |
134 glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0"); | |
135 gl.uniform1f(l1, 2); | |
136 glErrorShouldBe(gl, gl.INVALID_OPERATION, | |
137 "setting a uniform using a location from another program"); | |
138 | |
139 successfullyParsed = true; | |
140 </script> | |
141 </body> | |
142 <script src="../resources/js-test-post.js"></script> | |
143 | |
144 <script> | |
145 </script> | |
146 | |
147 </body> | |
148 </html> | |
149 | |
150 | |
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