Wed, 31 Dec 2014 13:27:57 +0100
Ignore runtime configuration files generated during quality assurance.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2011 The Chromium Authors. All rights reserved. |
michael@0 | 3 | Use of this source code is governed by a BSD-style license that can be |
michael@0 | 4 | found in the LICENSE file. |
michael@0 | 5 | --> |
michael@0 | 6 | <!DOCTYPE html> |
michael@0 | 7 | <html> |
michael@0 | 8 | <head> |
michael@0 | 9 | <meta charset="utf-8"> |
michael@0 | 10 | <title>WebGL the minimum number of uniforms are supported.</title> |
michael@0 | 11 | <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
michael@0 | 12 | <script src="../../resources/js-test-pre.js"></script> |
michael@0 | 13 | <script src="../resources/webgl-test.js"> </script> |
michael@0 | 14 | <script src="../resources/webgl-test-utils.js"> </script> |
michael@0 | 15 | </head> |
michael@0 | 16 | <body> |
michael@0 | 17 | <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
michael@0 | 18 | <div id="description"></div> |
michael@0 | 19 | <div id="console"></div> |
michael@0 | 20 | <script id="vshader" type="x-shader/x-vertex"> |
michael@0 | 21 | #define NUM_UNIFORMS 128 // See spec |
michael@0 | 22 | attribute vec4 vPosition; |
michael@0 | 23 | uniform vec4 uni[NUM_UNIFORMS]; |
michael@0 | 24 | varying vec4 color; |
michael@0 | 25 | void main() |
michael@0 | 26 | { |
michael@0 | 27 | gl_Position = vPosition; |
michael@0 | 28 | vec4 c = vec4(0,0,0,0); |
michael@0 | 29 | for (int ii = 0; ii < NUM_UNIFORMS; ++ii) { |
michael@0 | 30 | c += uni[ii]; |
michael@0 | 31 | } |
michael@0 | 32 | color = c; |
michael@0 | 33 | } |
michael@0 | 34 | </script> |
michael@0 | 35 | |
michael@0 | 36 | <script id="fshader" type="x-shader/x-fragment"> |
michael@0 | 37 | precision mediump float; |
michael@0 | 38 | varying vec4 color; |
michael@0 | 39 | void main() |
michael@0 | 40 | { |
michael@0 | 41 | gl_FragColor = color; |
michael@0 | 42 | } |
michael@0 | 43 | </script> |
michael@0 | 44 | <script id="vshader2" type="x-shader/x-vertex"> |
michael@0 | 45 | attribute vec4 vPosition; |
michael@0 | 46 | void main() |
michael@0 | 47 | { |
michael@0 | 48 | gl_Position = vPosition; |
michael@0 | 49 | } |
michael@0 | 50 | </script> |
michael@0 | 51 | |
michael@0 | 52 | <script id="fshader2" type="x-shader/x-fragment"> |
michael@0 | 53 | precision mediump float; |
michael@0 | 54 | #define NUM_UNIFORMS 16 // See spec |
michael@0 | 55 | uniform vec4 uni[NUM_UNIFORMS]; |
michael@0 | 56 | void main() |
michael@0 | 57 | { |
michael@0 | 58 | vec4 c = vec4(0,0,0,0); |
michael@0 | 59 | for (int ii = 0; ii < NUM_UNIFORMS; ++ii) { |
michael@0 | 60 | c += uni[ii]; |
michael@0 | 61 | } |
michael@0 | 62 | gl_FragColor = vec4(c.r, c.g, c.b, c.a / 120.0); |
michael@0 | 63 | } |
michael@0 | 64 | </script> |
michael@0 | 65 | <script> |
michael@0 | 66 | description(document.title); |
michael@0 | 67 | var wtu = WebGLTestUtils; |
michael@0 | 68 | var gl = wtu.create3DContext("example"); |
michael@0 | 69 | var program = wtu.setupTexturedQuad(gl); |
michael@0 | 70 | |
michael@0 | 71 | //------------------------------------------------------------------------------ |
michael@0 | 72 | var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['vPosition'], [0]); |
michael@0 | 73 | |
michael@0 | 74 | for (var ii = 0; ii < 128; ++ii) { |
michael@0 | 75 | var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); |
michael@0 | 76 | gl.uniform4f(loc, 2/256, 2/512, 2/1024, ii/8128); |
michael@0 | 77 | } |
michael@0 | 78 | |
michael@0 | 79 | wtu.drawQuad(gl); |
michael@0 | 80 | glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
michael@0 | 81 | wtu.checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, [255, 127, 64, 255], "Should render 255,127,64,32 (+/-1)", 1); |
michael@0 | 82 | |
michael@0 | 83 | //------------------------------------------------------------------------------ |
michael@0 | 84 | var program = wtu.setupProgram(gl, ['vshader2', 'fshader2'], ['vPosition'], [0]); |
michael@0 | 85 | |
michael@0 | 86 | for (var ii = 0; ii < 16; ++ii) { |
michael@0 | 87 | var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); |
michael@0 | 88 | gl.uniform4f(loc, 16/2048, 16/1024, 16/512, ii); |
michael@0 | 89 | } |
michael@0 | 90 | |
michael@0 | 91 | glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
michael@0 | 92 | wtu.drawQuad(gl); |
michael@0 | 93 | glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
michael@0 | 94 | wtu.checkCanvasRect(gl, 0, 0, gl.canvas.width, gl.canvas.height, [32, 64, 127, 255], "Should render 32,64,127,255 (+/-1)", 1); |
michael@0 | 95 | |
michael@0 | 96 | successfullyParsed = true; |
michael@0 | 97 | |
michael@0 | 98 | </script> |
michael@0 | 99 | <script>finishTest();</script> |
michael@0 | 100 | |
michael@0 | 101 | </body> |
michael@0 | 102 | </html> |
michael@0 | 103 | |
michael@0 | 104 |