Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(230)

Unified Diff: third_party/webgl/sdk/tests/conformance/glsl/misc/glsl-long-variable-names.html

Issue 9373009: Check in webgl conformance tests r16844 from khronos. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
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

Powered by Google App Engine
This is Rietveld 408576698