Index: third_party/webgl/conformance-suites/1.0.0/conformance/gl-get-active-uniform.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/gl-get-active-uniform.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/gl-get-active-uniform.html (working copy) |
@@ -1,150 +0,0 @@ |
-<!-- |
-Copyright (c) 2009 The Chromium Authors. All rights reserved. |
-Use of this source code is governed by a BSD-style license that can be |
-found in the LICENSE file. |
- --> |
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
- "http://www.w3.org/TR/html4/loose.dtd"> |
-<html> |
-<head> |
-<title>WebGL getActiveUniform conformance test.</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> |
-<script src="resources/webgl-test-utils.js"> </script> |
-</head> |
-<body> |
-<canvas id="example" width="16" height="16"></canvas> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script id="vshader" type="x-shader/x-vertex"> |
-void main() |
-{ |
- gl_Position = vec4(0, 0, 0, 1); |
-} |
-</script> |
-<script id="fshader" type="x-shader/x-fragment"> |
-precision mediump float; |
-uniform $type uniform0; |
-void main() |
-{ |
- gl_FragColor = vec4(0,$access,0,1); |
-} |
-</script> |
-<script id="fshaderA" type="x-shader/x-fragment"> |
-precision mediump float; |
-uniform float uniform0; |
-void main() |
-{ |
- gl_FragColor = vec4(0,uniform0,0,1); |
-} |
-</script> |
-<script id="fshaderB" type="x-shader/x-fragment"> |
-precision mediump float; |
-uniform float uniform0; |
-uniform float uniform1; |
-void main() |
-{ |
- gl_FragColor = vec4(0,uniform0,uniform1,1); |
-} |
-</script> |
-<script> |
-description("Tests getActiveUniform for various types"); |
- |
-var wtu = WebGLTestUtils; |
-var canvas = document.getElementById("example"); |
-var gl = wtu.create3DContext(canvas); |
- |
-var tests = [ |
-{ glType: gl.FLOAT, size: 1, type: 'float', access: 'uniform0'}, |
-{ glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: 'uniform0[1]'}, |
-{ glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: 'uniform0[2]'}, |
-{ glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: 'uniform0[3]'}, |
-{ glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: 'uniform0[1][1]'}, |
-{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, |
-{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, |
-{ glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: 'uniform0[3][3]'}, |
-{ glType: gl.INT, size: 1, type: 'int', access: 'float(uniform0)'}, |
-{ glType: gl.INT_VEC2, size: 1, type: 'ivec2', access: 'float(uniform0[1])'}, |
-{ glType: gl.INT_VEC3, size: 1, type: 'ivec3', access: 'float(uniform0[2])'}, |
-{ glType: gl.INT_VEC4, size: 1, type: 'ivec4', access: 'float(uniform0[3])'}, |
-{ glType: gl.BOOL, size: 1, type: 'bool', access: 'float(uniform0)'}, |
-{ glType: gl.BOOL_VEC2, size: 1, type: 'bvec2', access: 'float(uniform0[1])'}, |
-{ glType: gl.BOOL_VEC3, size: 1, type: 'bvec3', access: 'float(uniform0[2])'}, |
-{ glType: gl.BOOL_VEC4, size: 1, type: 'bvec4', access: 'float(uniform0[3])'}, |
-{ glType: gl.SAMPLER_2D, |
- size: 1, |
- type: 'sampler2D', |
- access: 'texture2D(uniform0, vec2(0,0)).x' |
-}, |
-{ glType: gl.SAMPLER_CUBE, |
- size: 1, |
- type: 'samplerCube', |
- access: 'textureCube(uniform0, vec3(0,1,0)).x' |
-} |
-]; |
- |
-var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER); |
-var source = document.getElementById('fshader').text; |
- |
-function createProgram(type, access) { |
- var fs = wtu.loadShader( |
- gl, |
- source.replace('$type', type).replace('$access', access), |
- gl.FRAGMENT_SHADER); |
- var program = wtu.setupProgram(gl, [vs, fs]); |
- glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup"); |
- return program; |
-} |
- |
-for (var tt = 0; tt < tests.length; ++tt) { |
- var t = tests[tt]; |
- var program = createProgram(t.type, t.access); |
- var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); |
- var found = false; |
- for (var ii = 0; ii < numUniforms; ++ii) { |
- var info = gl.getActiveUniform(program, ii); |
- if (info.name == 'uniform0') { |
- found = true; |
- assertMsg(info.type == t.glType, |
- "type must be " + wtu.glEnumToString(gl, t.glType) + " was " + |
- wtu.glEnumToString(gl, info.type)); |
- assertMsg(info.size == t.size, |
- "size must be " + t.size + ' was ' + info.size); |
- } |
- } |
- if (!found) { |
- testFailed("uniform 'uniform0' not found"); |
- } |
-} |
- |
-var p1 = wtu.setupProgram( |
- gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderA', gl.FRAGMENT_SHADER)]); |
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A"); |
-var p2 = wtu.setupProgram( |
- gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderB', gl.FRAGMENT_SHADER)]); |
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B"); |
-var l1 = gl.getUniformLocation(p1, 'uniform0'); |
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1"); |
-var l2 = gl.getUniformLocation(p2, 'uniform0'); |
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2"); |
- |
-gl.useProgram(p2); |
-gl.uniform1f(l2, 1); |
-glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0"); |
-gl.uniform1f(l1, 2); |
-glErrorShouldBe(gl, gl.INVALID_OPERATION, |
- "setting a uniform using a location from another program"); |
- |
-successfullyParsed = true; |
-</script> |
-</body> |
-<script src="../resources/js-test-post.js"></script> |
- |
-<script> |
-</script> |
- |
-</body> |
-</html> |
- |
- |