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