Thu, 15 Jan 2015 21:03:48 +0100
Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)
michael@0 | 1 | <!DOCTYPE html> |
michael@0 | 2 | <html> |
michael@0 | 3 | <head> |
michael@0 | 4 | <meta charset="utf-8"> |
michael@0 | 5 | <title>glsl long variable name mapping tests</title> |
michael@0 | 6 | <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
michael@0 | 7 | <script src="../../../resources/js-test-pre.js"></script> |
michael@0 | 8 | <script src="../../resources/webgl-test.js"> </script> |
michael@0 | 9 | </head> |
michael@0 | 10 | <body> |
michael@0 | 11 | <canvas id="example" width="50" height="50"> |
michael@0 | 12 | There is supposed to be an example drawing here, but it's not important. |
michael@0 | 13 | </canvas> |
michael@0 | 14 | <div id="description"></div> |
michael@0 | 15 | <div id="console"></div> |
michael@0 | 16 | <script id="vshader_shared_uniform" type="x-shader/x-vertex"> |
michael@0 | 17 | attribute vec3 vPosition; |
michael@0 | 18 | uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
michael@0 | 19 | void main() |
michael@0 | 20 | { |
michael@0 | 21 | gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890); |
michael@0 | 22 | } |
michael@0 | 23 | </script> |
michael@0 | 24 | |
michael@0 | 25 | <script id="fshader_shared_uniform" type="x-shader/x-fragment"> |
michael@0 | 26 | precision mediump float; |
michael@0 | 27 | uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
michael@0 | 28 | void main() |
michael@0 | 29 | { |
michael@0 | 30 | gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0); |
michael@0 | 31 | } |
michael@0 | 32 | </script> |
michael@0 | 33 | |
michael@0 | 34 | <script id="vshader_uniform_array" type="x-shader/x-vertex"> |
michael@0 | 35 | attribute vec3 vPosition; |
michael@0 | 36 | void main() |
michael@0 | 37 | { |
michael@0 | 38 | gl_Position = vec4(vPosition, 1.0); |
michael@0 | 39 | } |
michael@0 | 40 | </script> |
michael@0 | 41 | |
michael@0 | 42 | <script id="fshader_uniform_array" type="x-shader/x-fragment"> |
michael@0 | 43 | precision mediump float; |
michael@0 | 44 | uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2]; |
michael@0 | 45 | void main() |
michael@0 | 46 | { |
michael@0 | 47 | gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0); |
michael@0 | 48 | } |
michael@0 | 49 | </script> |
michael@0 | 50 | |
michael@0 | 51 | <script id="vshader_varying" type="x-shader/x-vertex"> |
michael@0 | 52 | attribute vec3 vPosition; |
michael@0 | 53 | varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
michael@0 | 54 | void main() |
michael@0 | 55 | { |
michael@0 | 56 | value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0; |
michael@0 | 57 | gl_Position = vec4(vPosition, 1.0); |
michael@0 | 58 | } |
michael@0 | 59 | </script> |
michael@0 | 60 | |
michael@0 | 61 | <script id="fshader_varying" type="x-shader/x-fragment"> |
michael@0 | 62 | precision mediump float; |
michael@0 | 63 | varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
michael@0 | 64 | void main() |
michael@0 | 65 | { |
michael@0 | 66 | gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0); |
michael@0 | 67 | } |
michael@0 | 68 | </script> |
michael@0 | 69 | |
michael@0 | 70 | <script id="vshader_local" type="x-shader/x-vertex"> |
michael@0 | 71 | attribute vec3 vPosition; |
michael@0 | 72 | void main() |
michael@0 | 73 | { |
michael@0 | 74 | for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) |
michael@0 | 75 | { |
michael@0 | 76 | gl_Position = vec4(vPosition, 1.0); |
michael@0 | 77 | } |
michael@0 | 78 | } |
michael@0 | 79 | </script> |
michael@0 | 80 | |
michael@0 | 81 | <script id="fshader_local" type="x-shader/x-fragment"> |
michael@0 | 82 | precision mediump float; |
michael@0 | 83 | void main() |
michael@0 | 84 | { |
michael@0 | 85 | for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) |
michael@0 | 86 | { |
michael@0 | 87 | gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); |
michael@0 | 88 | } |
michael@0 | 89 | } |
michael@0 | 90 | </script> |
michael@0 | 91 | |
michael@0 | 92 | <script id="vshader_attrib" type="x-shader/x-vertex"> |
michael@0 | 93 | attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
michael@0 | 94 | void main() |
michael@0 | 95 | { |
michael@0 | 96 | gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0); |
michael@0 | 97 | } |
michael@0 | 98 | </script> |
michael@0 | 99 | |
michael@0 | 100 | <script id="fshader_attrib" type="x-shader/x-fragment"> |
michael@0 | 101 | precision mediump float; |
michael@0 | 102 | void main() |
michael@0 | 103 | { |
michael@0 | 104 | gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); |
michael@0 | 105 | } |
michael@0 | 106 | </script> |
michael@0 | 107 | |
michael@0 | 108 | <script> |
michael@0 | 109 | if (window.initNonKhronosFramework) { |
michael@0 | 110 | window.initNonKhronosFramework(false); |
michael@0 | 111 | } |
michael@0 | 112 | |
michael@0 | 113 | description("Verify that shader long variable names works fine if they are within 256 characters."); |
michael@0 | 114 | |
michael@0 | 115 | debug("Test same long uniform name in both vertex shader and fragment shader"); |
michael@0 | 116 | var gl = initWebGL("example", "vshader_shared_uniform", "fshader_shared_uniform", [ "vPosition"], [ 0, 0, 0, 1 ], 1); |
michael@0 | 117 | shouldBeNonNull("gl"); |
michael@0 | 118 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 119 | var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
michael@0 | 120 | shouldBeNonNull("prog"); |
michael@0 | 121 | var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890"); |
michael@0 | 122 | shouldBeNonNull("valueLoc"); |
michael@0 | 123 | shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); |
michael@0 | 124 | var activeUniform = gl.getActiveUniform(prog, 0); |
michael@0 | 125 | shouldBeNonNull("activeUniform"); |
michael@0 | 126 | shouldBe("activeUniform.type", "gl.FLOAT"); |
michael@0 | 127 | shouldBe("activeUniform.size", "1"); |
michael@0 | 128 | shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'"); |
michael@0 | 129 | gl.uniform1f(valueLoc, 1.0); |
michael@0 | 130 | drawAndCheckPixels(gl); |
michael@0 | 131 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 132 | debug(""); |
michael@0 | 133 | |
michael@0 | 134 | debug("Test long uniform array name"); |
michael@0 | 135 | var gl = initWebGL("example", "vshader_uniform_array", "fshader_uniform_array", [ "vPosition"], [ 0, 0, 0, 1 ], 1); |
michael@0 | 136 | shouldBeNonNull("gl"); |
michael@0 | 137 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 138 | var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
michael@0 | 139 | shouldBeNonNull("prog"); |
michael@0 | 140 | var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]"); |
michael@0 | 141 | shouldBeNonNull("redLoc"); |
michael@0 | 142 | var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]"); |
michael@0 | 143 | shouldBeNonNull("greenLoc"); |
michael@0 | 144 | shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); |
michael@0 | 145 | var activeUniform = gl.getActiveUniform(prog, 0); |
michael@0 | 146 | shouldBeNonNull("activeUniform"); |
michael@0 | 147 | shouldBe("activeUniform.type", "gl.FLOAT"); |
michael@0 | 148 | shouldBe("activeUniform.size", "2"); |
michael@0 | 149 | shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'"); |
michael@0 | 150 | gl.uniform1f(redLoc, 1.0); |
michael@0 | 151 | gl.uniform1f(greenLoc, 0.0); |
michael@0 | 152 | drawAndCheckPixels(gl); |
michael@0 | 153 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 154 | debug(""); |
michael@0 | 155 | |
michael@0 | 156 | debug("Test long varying name"); |
michael@0 | 157 | var gl = initWebGL("example", "vshader_varying", "fshader_varying", [ "vPosition"], [ 0, 0, 0, 1 ], 1); |
michael@0 | 158 | shouldBeNonNull("gl"); |
michael@0 | 159 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 160 | var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
michael@0 | 161 | shouldBeNonNull("prog"); |
michael@0 | 162 | drawAndCheckPixels(gl); |
michael@0 | 163 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 164 | debug(""); |
michael@0 | 165 | |
michael@0 | 166 | debug("Test long local variable name"); |
michael@0 | 167 | var gl = initWebGL("example", "vshader_varying", "fshader_varying", [ "vPosition"], [ 0, 0, 0, 1 ], 1); |
michael@0 | 168 | shouldBeNonNull("gl"); |
michael@0 | 169 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 170 | var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
michael@0 | 171 | shouldBeNonNull("prog"); |
michael@0 | 172 | drawAndCheckPixels(gl); |
michael@0 | 173 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 174 | debug(""); |
michael@0 | 175 | |
michael@0 | 176 | debug("Test long attribute name"); |
michael@0 | 177 | var gl = initWebGL("example", "vshader_attrib", "fshader_attrib", [ "vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"], [ 0, 0, 0, 1 ], 1); |
michael@0 | 178 | shouldBeNonNull("gl"); |
michael@0 | 179 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 180 | var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
michael@0 | 181 | shouldBeNonNull("prog"); |
michael@0 | 182 | shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1"); |
michael@0 | 183 | var activeAttrib = gl.getActiveAttrib(prog, 0); |
michael@0 | 184 | shouldBeNonNull("activeAttrib"); |
michael@0 | 185 | shouldBe("activeAttrib.size", "1"); |
michael@0 | 186 | shouldBe("activeAttrib.type", "gl.FLOAT_VEC3"); |
michael@0 | 187 | shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'"); |
michael@0 | 188 | drawAndCheckPixels(gl); |
michael@0 | 189 | shouldBe("gl.getError()", "gl.NO_ERROR"); |
michael@0 | 190 | debug(""); |
michael@0 | 191 | |
michael@0 | 192 | |
michael@0 | 193 | function fail(x, y, buf, shouldBe) |
michael@0 | 194 | { |
michael@0 | 195 | var i = (y*50+x) * 4; |
michael@0 | 196 | var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe; |
michael@0 | 197 | testFailed(reason); |
michael@0 | 198 | } |
michael@0 | 199 | |
michael@0 | 200 | function pass() |
michael@0 | 201 | { |
michael@0 | 202 | testPassed("drawing is correct"); |
michael@0 | 203 | } |
michael@0 | 204 | |
michael@0 | 205 | function drawAndCheckPixels(gl) |
michael@0 | 206 | { |
michael@0 | 207 | var vertexObject = gl.createBuffer(); |
michael@0 | 208 | gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
michael@0 | 209 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW); |
michael@0 | 210 | gl.enableVertexAttribArray(0); |
michael@0 | 211 | gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
michael@0 | 212 | |
michael@0 | 213 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
michael@0 | 214 | gl.drawArrays(gl.TRIANGLES, 0, 3); |
michael@0 | 215 | |
michael@0 | 216 | var buf = new Uint8Array(50 * 50 * 4); |
michael@0 | 217 | gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
michael@0 | 218 | |
michael@0 | 219 | // Test several locations |
michael@0 | 220 | // First line should be all black |
michael@0 | 221 | for (var i = 0; i < 50; ++i) |
michael@0 | 222 | if (buf[i*4] != 0 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255) { |
michael@0 | 223 | fail(i, 0, buf, "(0,0,0,255)"); |
michael@0 | 224 | return; |
michael@0 | 225 | } |
michael@0 | 226 | |
michael@0 | 227 | // Line 15 should be magenta for at least 10 pixels starting 20 pixels in |
michael@0 | 228 | var offset = (15*50+20) * 4; |
michael@0 | 229 | for (var i = 0; i < 10; ++i) |
michael@0 | 230 | if (buf[offset+i*4] != 255 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 255 || buf[offset+i*4+3] != 255) { |
michael@0 | 231 | fail(20 + i, 15, buf, "(255,0,255,255)"); |
michael@0 | 232 | return; |
michael@0 | 233 | } |
michael@0 | 234 | // Last line should be all black |
michael@0 | 235 | offset = (49*50) * 4; |
michael@0 | 236 | for (var i = 0; i < 50; ++i) |
michael@0 | 237 | if (buf[offset+i*4] != 0 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 0 || buf[offset+i*4+3] != 255) { |
michael@0 | 238 | fail(i, 49, buf, "(0,0,0,255)"); |
michael@0 | 239 | return; |
michael@0 | 240 | } |
michael@0 | 241 | |
michael@0 | 242 | pass(); |
michael@0 | 243 | } |
michael@0 | 244 | |
michael@0 | 245 | successfullyParsed = true; |
michael@0 | 246 | </script> |
michael@0 | 247 | <script>finishTest();</script> |
michael@0 | 248 | </body> |
michael@0 | 249 | </html> |