mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
151 lines
4.9 KiB
HTML
151 lines
4.9 KiB
HTML
|
<!--
|
||
|
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>
|
||
|
|
||
|
|