gecko/content/canvas/test/webgl/conformance/gl-get-active-uniform.html
2010-10-09 12:44:24 -07:00

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<!--
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>