mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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296 lines
9.5 KiB
HTML
296 lines
9.5 KiB
HTML
<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>WebGL uniform array Conformance Tests</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="example" width="2" height="2"> </canvas>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform $type color[3];
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void main()
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{
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gl_FragColor = vec4(color[0]$elem, color[1]$elem, color[2]$elem, 1);
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}
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</script>
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<script>
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function loadShader(ctx, shaderType, shaderSource) {
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// Create the shader object
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var shader = ctx.createShader(shaderType);
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if (shader == null) {
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debug("*** Error: unable to create shader '"+shader+"'");
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return null;
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}
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// Load the shader source
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ctx.shaderSource(shader, shaderSource);
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// Compile the shader
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ctx.compileShader(shader);
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// Check the compile status
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var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
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if (!compiled) {
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// Something went wrong during compilation; get the error
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var error = ctx.getShaderInfoLog(shader);
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debug("*** Error compiling shader '"+shader+"':"+error);
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ctx.deleteShader(shader);
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return null;
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}
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return shader;
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}
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function loadProgram(ctx, vertexShaderSrc, fragmentShaderSrc) {
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var program = ctx.createProgram();
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var vShader = loadShader(ctx, ctx.VERTEX_SHADER, vertexShaderSrc)
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var fShader = loadShader(ctx, ctx.FRAGMENT_SHADER, fragmentShaderSrc);
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ctx.attachShader(program, vShader);
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ctx.attachShader(program, fShader);
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ctx.linkProgram(program);
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var linked = ctx.getProgramParameter(program, ctx.LINK_STATUS);
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if (!linked) {
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// something went wrong with the link
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var error = ctx.getProgramInfoLog (ctx.program);
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debug("Error in program linking:" + error);
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ctx.deleteProgram(ctx.program);
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program = null;
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}
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// ctx.deleteShader(fShader);
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// ctx.deleteShader(vShader);
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return program;
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}
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description("This test ensures WebGL implementations handle uniform arrays correctly.");
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debug("");
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var gl = create3DContext(document.getElementById("example"));
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var vSrc = document.getElementById("vshader").text;
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var fTemplate = document.getElementById("fshader").text;
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var typeInfos = [
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{ type: 'float',
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jsTypeOf: 'number',
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setter: 'uniform1fv',
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elem: '',
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numSrcValues: 3,
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invalidSet: function(loc) {
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gl.uniform2fv(loc, [1, 2]);
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},
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srcValueAsString: function(index, srcValues) {
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return srcValues[index].toString();
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},
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returnValueAsString: function(value) {
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return value === null ? 'null' : value.toString();
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},
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checkType: function(value) {
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return typeof values === 'number';
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},
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checkValue: function(typeInfo, index, value) {
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return typeInfo.srcValues[index] == value;
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},
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srcValues: [16, 15, 14],
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srcValuesBad: [],
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},
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{ type: 'vec2',
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jsTypeOf: 'Float32Array',
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setter: 'uniform2fv',
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elem: '[1]',
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numSrcValues: 3,
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invalidSet: function(loc) {
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gl.uniform1fv(loc, [2]);
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},
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illegalSet: function(loc) {
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gl.uniform1fv(loc, 2);
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},
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srcValueAsString: function(index, srcValues) {
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return "[" + srcValues[index * 2 + 0].toString() + ", " +
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srcValues[index * 2 + 1].toString() + "]";
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},
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returnValueAsString: function(value) {
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return value === null ? 'null' : ("[" + value[0] + ", " + value[1] + "]");
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},
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checkType: function(value) {
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return typeof values.length === 'number' &&
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values.length == 2;
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},
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checkValue: function(typeInfo, index, value) {
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return value !== null &&
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typeInfo.srcValues[index * 2 + 0] == value[0] &&
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typeInfo.srcValues[index * 2 + 1] == value[1];
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},
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srcValues: [16, 15, 14, 13, 12, 11],
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srcValuesBad: [16],
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},
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{ type: 'vec3',
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jsTypeOf: 'Float32Array',
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setter: 'uniform3fv',
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elem: '[2]',
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numSrcValues: 3,
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invalidSet: function(loc) {
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gl.uniform1fv(loc, [2]);
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},
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illegalSet: function(loc) {
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gl.uniform1fv(loc, 2);
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},
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srcValueAsString: function(index, srcValues) {
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return "[" + srcValues[index * 3 + 0].toString() + ", " +
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srcValues[index * 3 + 1].toString() + ", " +
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srcValues[index * 3 + 2].toString() + "]";
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},
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returnValueAsString: function(value) {
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return value === null ? 'null' :
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("[" + value[0] + ", " + value[1] + ", " + value[2] + "]");
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},
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checkType: function(value) {
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return typeof values.length === 'number' &&
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values.length == 3;
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},
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checkValue: function(typeInfo, index, value) {
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return value !== null &&
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typeInfo.srcValues[index * 3 + 0] == value[0] &&
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typeInfo.srcValues[index * 3 + 1] == value[1] &&
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typeInfo.srcValues[index * 3 + 2] == value[2];
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},
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srcValues: [16, 15, 14, 13, 12, 11, 10, 9, 8],
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srcValuesBad: [16, 15],
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},
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{ type: 'vec4',
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jsTypeOf: 'Float32Array',
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setter: 'uniform4fv',
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elem: '[3]',
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numSrcValues: 3,
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invalidSet: function(loc) {
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gl.uniform1fv(loc, [2]);
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},
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illegalSet: function(loc) {
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gl.uniform1fv(loc, 2);
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},
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srcValueAsString: function(index, srcValues) {
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return "[" + srcValues[index * 4 + 0].toString() + ", " +
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srcValues[index * 4 + 1].toString() + ", " +
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srcValues[index * 4 + 2].toString() + ", " +
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srcValues[index * 4 + 3].toString() + "]";
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},
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returnValueAsString: function(value) {
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return value === null ? 'null' :
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("[" + value[0] + ", " + value[1] +
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", " + value[2] + ", " + value[3] + "]");
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},
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checkType: function(value) {
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return typeof values.length === 'number' &&
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values.length == 4;
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},
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checkValue: function(typeInfo, index, value) {
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return value !== null &&
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typeInfo.srcValues[index * 4 + 0] == value[0] &&
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typeInfo.srcValues[index * 4 + 1] == value[1] &&
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typeInfo.srcValues[index * 4 + 2] == value[2] &&
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typeInfo.srcValues[index * 4 + 3] == value[3];
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},
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srcValues: [16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5],
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srcValuesBad: [16, 15, 14],
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}
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];
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for (var tt = 0; tt < typeInfos.length; ++tt) {
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var typeInfo = typeInfos[tt];
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debug("");
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debug("check " + typeInfo.type);
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var fSrc = fTemplate.replace(/\$type/g, typeInfo.type).
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replace(/\$elem/g, typeInfo.elem);
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//debug("fSrc: " + fSrc);
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var program = loadProgram(gl, vSrc, fSrc);
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var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
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assertMsg(numUniforms == 1, "1 uniform found");
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var info = gl.getActiveUniform(program, 0);
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assertMsg(info.name == "color[0]",
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"uniform name is 'color[0]' not 'color' as per OpenGL ES 2.0.24 section 2.10");
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var loc = gl.getUniformLocation(program, "color[0]");
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var srcValues = typeInfo.srcValues;
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var srcValuesBad = typeInfo.srcValuesBad;
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// Try setting the value before using the program
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gl[typeInfo.setter](loc, srcValues);
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glErrorShouldBe(gl, gl.INVALID_OPERATION,
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"should fail if there is no current program");
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gl.useProgram(program);
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gl[typeInfo.setter](loc, srcValuesBad);
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glErrorShouldBe(gl, gl.INVALID_VALUE,
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"should fail with insufficient array size with gl." + typeInfo.setter);
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gl[typeInfo.setter](loc, srcValues);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"can set an array of uniforms with gl." + typeInfo.setter);
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var values = gl.getUniform(program, loc);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"can call gl.getUniform");
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assertMsg(typeInfo.checkType(values),
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"gl.getUniform returns the correct type.");
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for (var ii = 0; ii < typeInfo.numSrcValues; ++ii) {
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var elemLoc = gl.getUniformLocation(program, "color[" + ii + "]");
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glErrorShouldBe(gl, gl.NO_ERROR,
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"can get location of element " + ii +
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" of array from gl.getUniformLocation");
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var value = gl.getUniform(program, elemLoc);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"can get value of element " + ii + " of array from gl.getUniform");
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assertMsg(typeInfo.checkValue(typeInfo, ii, value),
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"value put in (" + typeInfo.srcValueAsString(ii, srcValues) +
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") matches value pulled out (" +
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typeInfo.returnValueAsString(value) + ")");
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}
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typeInfo.invalidSet(loc);
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glErrorShouldBe(gl, gl.INVALID_OPERATION,
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"using the wrong size of gl.Uniform fails");
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var exceptionCaught = false;
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if (typeInfo.illegalSet) {
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try {
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typeInfo.illegalSet(loc);
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} catch (e) {
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exceptionCaught = true;
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}
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assertMsg(exceptionCaught, "passing non-array to glUniform*fv should throw TypeError");
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}
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gl.useProgram(null);
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glErrorShouldBe(gl, gl.NO_ERROR,
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"can call gl.useProgram(null)");
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}
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debug("");
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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<script>
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</script>
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</body>
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</html>
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