| 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 0)
|
| +++ third_party/webgl/sdk/tests/conformance/glsl/misc/glsl-long-variable-names.html (revision 0)
|
| @@ -0,0 +1,249 @@
|
| +<!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"></div>
|
| + <div id="console"></div>
|
| + <script id="vshader_shared_uniform" type="x-shader/x-vertex">
|
| + attribute vec3 vPosition;
|
| + uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
|
| + void main()
|
| + {
|
| + gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890);
|
| + }
|
| + </script>
|
| +
|
| + <script id="fshader_shared_uniform" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| + uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
|
| + void main()
|
| + {
|
| + gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script id="vshader_uniform_array" type="x-shader/x-vertex">
|
| + attribute vec3 vPosition;
|
| + void main()
|
| + {
|
| + gl_Position = vec4(vPosition, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script id="fshader_uniform_array" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| + uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2];
|
| + void main()
|
| + {
|
| + gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script id="vshader_varying" type="x-shader/x-vertex">
|
| + attribute vec3 vPosition;
|
| + varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
|
| + void main()
|
| + {
|
| + value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0;
|
| + gl_Position = vec4(vPosition, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script id="fshader_varying" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| + varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
|
| + void main()
|
| + {
|
| + gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script id="vshader_local" type="x-shader/x-vertex">
|
| + attribute vec3 vPosition;
|
| + void main()
|
| + {
|
| + for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
|
| + {
|
| + gl_Position = vec4(vPosition, 1.0);
|
| + }
|
| + }
|
| + </script>
|
| +
|
| + <script id="fshader_local" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| + void main()
|
| + {
|
| + for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
|
| + {
|
| + gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
|
| + }
|
| + }
|
| + </script>
|
| +
|
| + <script id="vshader_attrib" type="x-shader/x-vertex">
|
| + attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
|
| + void main()
|
| + {
|
| + gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script id="fshader_attrib" type="x-shader/x-fragment">
|
| + precision mediump float;
|
| + void main()
|
| + {
|
| + gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
|
| + }
|
| + </script>
|
| +
|
| + <script>
|
| + if (window.initNonKhronosFramework) {
|
| + window.initNonKhronosFramework(false);
|
| + }
|
| +
|
| + description("Verify that shader long variable names works fine if they are within 256 characters.");
|
| +
|
| + debug("Test same long uniform name in both vertex shader and fragment shader");
|
| + var gl = initWebGL("example", "vshader_shared_uniform", "fshader_shared_uniform", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
|
| + shouldBeNonNull("gl");
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + var prog = gl.getParameter(gl.CURRENT_PROGRAM);
|
| + shouldBeNonNull("prog");
|
| + var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890");
|
| + shouldBeNonNull("valueLoc");
|
| + shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
|
| + var activeUniform = gl.getActiveUniform(prog, 0);
|
| + shouldBeNonNull("activeUniform");
|
| + shouldBe("activeUniform.type", "gl.FLOAT");
|
| + shouldBe("activeUniform.size", "1");
|
| + shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'");
|
| + gl.uniform1f(valueLoc, 1.0);
|
| + drawAndCheckPixels(gl);
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + debug("");
|
| +
|
| + debug("Test long uniform array name");
|
| + var gl = initWebGL("example", "vshader_uniform_array", "fshader_uniform_array", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
|
| + shouldBeNonNull("gl");
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + 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");
|
| + shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
|
| + var activeUniform = gl.getActiveUniform(prog, 0);
|
| + shouldBeNonNull("activeUniform");
|
| + shouldBe("activeUniform.type", "gl.FLOAT");
|
| + shouldBe("activeUniform.size", "2");
|
| + shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'");
|
| + gl.uniform1f(redLoc, 1.0);
|
| + gl.uniform1f(greenLoc, 0.0);
|
| + drawAndCheckPixels(gl);
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + debug("");
|
| +
|
| + debug("Test long varying name");
|
| + var gl = initWebGL("example", "vshader_varying", "fshader_varying", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
|
| + shouldBeNonNull("gl");
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + var prog = gl.getParameter(gl.CURRENT_PROGRAM);
|
| + shouldBeNonNull("prog");
|
| + drawAndCheckPixels(gl);
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + debug("");
|
| +
|
| + debug("Test long local variable name");
|
| + var gl = initWebGL("example", "vshader_varying", "fshader_varying", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
|
| + shouldBeNonNull("gl");
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + var prog = gl.getParameter(gl.CURRENT_PROGRAM);
|
| + shouldBeNonNull("prog");
|
| + drawAndCheckPixels(gl);
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + debug("");
|
| +
|
| + debug("Test long attribute name");
|
| + var gl = initWebGL("example", "vshader_attrib", "fshader_attrib", [ "vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"], [ 0, 0, 0, 1 ], 1);
|
| + shouldBeNonNull("gl");
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + var prog = gl.getParameter(gl.CURRENT_PROGRAM);
|
| + shouldBeNonNull("prog");
|
| + 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_VEC3");
|
| + shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'");
|
| + drawAndCheckPixels(gl);
|
| + shouldBe("gl.getError()", "gl.NO_ERROR");
|
| + debug("");
|
| +
|
| +
|
| + 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");
|
| + }
|
| +
|
| + function drawAndCheckPixels(gl)
|
| + {
|
| + 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);
|
| +
|
| + // 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 magenta for at least 10 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();
|
| + }
|
| +
|
| + successfullyParsed = true;
|
| + </script>
|
| + <script src="../../../resources/js-test-post.js"></script>
|
| +</body>
|
| +</html>
|
|
|
| Property changes on: third_party/webgl/sdk/tests/conformance/glsl/misc/glsl-long-variable-names.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
|
|
|
|
|