Index: third_party/webgl/sdk/tests/conformance/glsl/misc/glsl-long-variable-names.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/glsl/misc/glsl-long-variable-names.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/glsl/misc/glsl-long-variable-names.html (working copy) |
@@ -1,130 +0,0 @@ |
-<!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="../../../resources/js-test-pre.js"></script> |
- <script src="../../resources/webgl-test.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">Verify that shader long variable names works fine if they are within 256 characters.</div> |
- <div id="console"></div> |
- <script id="vshader" type="x-shader/x-vertex"> |
- attribute vec4 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
- varying float alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
- void main() |
- { |
- alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0; |
- gl_Position = vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
- } |
- </script> |
- |
- <script id="fshader" type="x-shader/x-fragment"> |
- precision mediump float; |
- varying float alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
- uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[3]; |
- void main() |
- { |
- for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) |
- { |
- gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2], alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890); |
- } |
- } |
- </script> |
- |
- <script> |
- function fail(x,y, buf, shouldBe) |
- { |
- var i = (y*50+x) * 4; |
- var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe; |
- testFailed(reason); |
- } |
- |
- function pass() |
- { |
- testPassed("drawing is correct"); |
- } |
- |
- if (window.initNonKhronosFramework) { |
- window.initNonKhronosFramework(false); |
- } |
- |
- gl = initWebGL("example", "vshader", "fshader", [ "vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"], [ 0, 0, 0, 1 ], 1); |
- |
- 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); |
- var blueLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2]"); |
- shouldBeNonNull(blueLoc); |
- |
- 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_VEC4"); |
- shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'"); |
- |
- shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); |
- var activeUniform = gl.getActiveUniform(prog, 0); |
- shouldBeNonNull(activeUniform); |
- shouldBe("activeUniform.size", "3"); |
- shouldBe("activeUniform.type", "gl.FLOAT"); |
- shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'"); |
- |
- gl.uniform1f(redLoc, 1.0); |
- gl.uniform1f(greenLoc, 0.0); |
- gl.uniform1f(blueLoc, 1.0); |
- |
- 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); |
- |
- var buf = new Uint8Array(50 * 50 * 4); |
- gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
- shouldBe("gl.getError()", "gl.NO_ERROR"); |
- |
- function checkPixels() |
- { |
- // Test several locations |
- // First line should be all black |
- for (var i = 0; i < 50; ++i) |
- if (buf[i*4] != 0 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255) { |
- fail(i, 0, buf, "(0,0,0,255)"); |
- return; |
- } |
- |
- // Line 15 should be red for at least 10 red pixels starting 20 pixels in |
- var offset = (15*50+20) * 4; |
- for (var i = 0; i < 10; ++i) |
- if (buf[offset+i*4] != 255 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 255 || buf[offset+i*4+3] != 255) { |
- fail(20 + i, 15, buf, "(255,0,255,255)"); |
- return; |
- } |
- // Last line should be all black |
- offset = (49*50) * 4; |
- for (var i = 0; i < 50; ++i) |
- if (buf[offset+i*4] != 0 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 0 || buf[offset+i*4+3] != 255) { |
- fail(i, 49, buf, "(0,0,0,255)"); |
- return; |
- } |
- |
- pass(); |
- } |
- checkPixels(); |
- successfullyParsed = true; |
- </script> |
- <script src="../../../resources/js-test-post.js"></script> |
-</body> |
-</html> |