content/canvas/test/webgl-conformance/conformance/glsl/misc/glsl-long-variable-names.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/glsl/misc/glsl-long-variable-names.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,249 @@
     1.4 +<!DOCTYPE html>
     1.5 +<html>
     1.6 +<head>
     1.7 +    <meta charset="utf-8">
     1.8 +    <title>glsl long variable name mapping tests</title>
     1.9 +    <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
    1.10 +    <script src="../../../resources/js-test-pre.js"></script>
    1.11 +    <script src="../../resources/webgl-test.js"> </script>
    1.12 +</head>
    1.13 +<body>
    1.14 +    <canvas id="example" width="50" height="50">
    1.15 +    There is supposed to be an example drawing here, but it's not important.
    1.16 +    </canvas>
    1.17 +    <div id="description"></div>
    1.18 +    <div id="console"></div>
    1.19 +    <script id="vshader_shared_uniform" type="x-shader/x-vertex">
    1.20 +        attribute vec3 vPosition;
    1.21 +        uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
    1.22 +        void main()
    1.23 +        {
    1.24 +            gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890);
    1.25 +        }
    1.26 +    </script>
    1.27 +
    1.28 +    <script id="fshader_shared_uniform" type="x-shader/x-fragment">
    1.29 +        precision mediump float;
    1.30 +        uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
    1.31 +        void main()
    1.32 +        {
    1.33 +            gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0);
    1.34 +        }
    1.35 +    </script>
    1.36 +
    1.37 +    <script id="vshader_uniform_array" type="x-shader/x-vertex">
    1.38 +        attribute vec3 vPosition;
    1.39 +        void main()
    1.40 +        {
    1.41 +            gl_Position = vec4(vPosition, 1.0);
    1.42 +        }
    1.43 +    </script>
    1.44 +
    1.45 +    <script id="fshader_uniform_array" type="x-shader/x-fragment">
    1.46 +        precision mediump float;
    1.47 +        uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2];
    1.48 +        void main()
    1.49 +        {
    1.50 +            gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0);
    1.51 +        }
    1.52 +    </script>
    1.53 +
    1.54 +    <script id="vshader_varying" type="x-shader/x-vertex">
    1.55 +        attribute vec3 vPosition;
    1.56 +        varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
    1.57 +        void main()
    1.58 +        {
    1.59 +            value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0;
    1.60 +            gl_Position = vec4(vPosition, 1.0);
    1.61 +        }
    1.62 +    </script>
    1.63 +
    1.64 +    <script id="fshader_varying" type="x-shader/x-fragment">
    1.65 +        precision mediump float;
    1.66 +        varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
    1.67 +        void main()
    1.68 +        {
    1.69 +            gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0);
    1.70 +        }
    1.71 +    </script>
    1.72 +
    1.73 +    <script id="vshader_local" type="x-shader/x-vertex">
    1.74 +        attribute vec3 vPosition;
    1.75 +        void main()
    1.76 +        {
    1.77 +            for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
    1.78 +            {
    1.79 +                gl_Position = vec4(vPosition, 1.0);
    1.80 +            }
    1.81 +        }
    1.82 +    </script>
    1.83 +
    1.84 +    <script id="fshader_local" type="x-shader/x-fragment">
    1.85 +        precision mediump float;
    1.86 +        void main()
    1.87 +        {
    1.88 +            for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
    1.89 +            {
    1.90 +                gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
    1.91 +            }
    1.92 +        }
    1.93 +    </script>
    1.94 +
    1.95 +    <script id="vshader_attrib" type="x-shader/x-vertex">
    1.96 +        attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
    1.97 +        void main()
    1.98 +        {
    1.99 +            gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0);
   1.100 +        }
   1.101 +    </script>
   1.102 +
   1.103 +    <script id="fshader_attrib" type="x-shader/x-fragment">
   1.104 +        precision mediump float;
   1.105 +        void main()
   1.106 +        {
   1.107 +            gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
   1.108 +        }
   1.109 +    </script>
   1.110 +
   1.111 +    <script>
   1.112 +        if (window.initNonKhronosFramework) {
   1.113 +            window.initNonKhronosFramework(false);
   1.114 +        }
   1.115 +
   1.116 +        description("Verify that shader long variable names works fine if they are within 256 characters.");
   1.117 +
   1.118 +        debug("Test same long uniform name in both vertex shader and fragment shader");
   1.119 +        var gl = initWebGL("example", "vshader_shared_uniform", "fshader_shared_uniform", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
   1.120 +        shouldBeNonNull("gl");
   1.121 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.122 +        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
   1.123 +        shouldBeNonNull("prog");
   1.124 +        var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890");
   1.125 +        shouldBeNonNull("valueLoc");
   1.126 +        shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
   1.127 +        var activeUniform = gl.getActiveUniform(prog, 0);
   1.128 +        shouldBeNonNull("activeUniform");
   1.129 +        shouldBe("activeUniform.type", "gl.FLOAT");
   1.130 +        shouldBe("activeUniform.size", "1");
   1.131 +        shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'");
   1.132 +        gl.uniform1f(valueLoc, 1.0);
   1.133 +        drawAndCheckPixels(gl);
   1.134 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.135 +        debug("");
   1.136 +
   1.137 +        debug("Test long uniform array name");
   1.138 +        var gl = initWebGL("example", "vshader_uniform_array", "fshader_uniform_array", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
   1.139 +        shouldBeNonNull("gl");
   1.140 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.141 +        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
   1.142 +        shouldBeNonNull("prog");
   1.143 +        var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]");
   1.144 +        shouldBeNonNull("redLoc");
   1.145 +        var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]");
   1.146 +        shouldBeNonNull("greenLoc");
   1.147 +        shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
   1.148 +        var activeUniform = gl.getActiveUniform(prog, 0);
   1.149 +        shouldBeNonNull("activeUniform");
   1.150 +        shouldBe("activeUniform.type", "gl.FLOAT");
   1.151 +        shouldBe("activeUniform.size", "2");
   1.152 +        shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'");
   1.153 +        gl.uniform1f(redLoc, 1.0);
   1.154 +        gl.uniform1f(greenLoc, 0.0);
   1.155 +        drawAndCheckPixels(gl);
   1.156 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.157 +        debug("");
   1.158 +
   1.159 +        debug("Test long varying name");
   1.160 +        var gl = initWebGL("example", "vshader_varying", "fshader_varying", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
   1.161 +        shouldBeNonNull("gl");
   1.162 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.163 +        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
   1.164 +        shouldBeNonNull("prog");
   1.165 +        drawAndCheckPixels(gl);
   1.166 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.167 +        debug("");
   1.168 +
   1.169 +        debug("Test long local variable name");
   1.170 +        var gl = initWebGL("example", "vshader_varying", "fshader_varying", [ "vPosition"], [ 0, 0, 0, 1 ], 1);
   1.171 +        shouldBeNonNull("gl");
   1.172 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.173 +        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
   1.174 +        shouldBeNonNull("prog");
   1.175 +        drawAndCheckPixels(gl);
   1.176 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.177 +        debug("");
   1.178 +
   1.179 +        debug("Test long attribute name");
   1.180 +        var gl = initWebGL("example", "vshader_attrib", "fshader_attrib", [ "vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"], [ 0, 0, 0, 1 ], 1);
   1.181 +        shouldBeNonNull("gl");
   1.182 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.183 +        var prog = gl.getParameter(gl.CURRENT_PROGRAM);
   1.184 +        shouldBeNonNull("prog");
   1.185 +        shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1");
   1.186 +        var activeAttrib = gl.getActiveAttrib(prog, 0);
   1.187 +        shouldBeNonNull("activeAttrib");
   1.188 +        shouldBe("activeAttrib.size", "1");
   1.189 +        shouldBe("activeAttrib.type", "gl.FLOAT_VEC3");
   1.190 +        shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'");
   1.191 +        drawAndCheckPixels(gl);
   1.192 +        shouldBe("gl.getError()", "gl.NO_ERROR");
   1.193 +        debug("");
   1.194 +
   1.195 +
   1.196 +        function fail(x, y, buf, shouldBe)
   1.197 +        {
   1.198 +            var i = (y*50+x) * 4;
   1.199 +            var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
   1.200 +            testFailed(reason);
   1.201 +        }
   1.202 +
   1.203 +        function pass()
   1.204 +        {
   1.205 +            testPassed("drawing is correct");
   1.206 +        }
   1.207 +
   1.208 +        function drawAndCheckPixels(gl)
   1.209 +        {
   1.210 +            var vertexObject = gl.createBuffer();
   1.211 +            gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
   1.212 +            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
   1.213 +            gl.enableVertexAttribArray(0);
   1.214 +            gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
   1.215 +
   1.216 +            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
   1.217 +            gl.drawArrays(gl.TRIANGLES, 0, 3);
   1.218 +
   1.219 +            var buf = new Uint8Array(50 * 50 * 4);
   1.220 +            gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
   1.221 +
   1.222 +            // Test several locations
   1.223 +            // First line should be all black
   1.224 +            for (var i = 0; i < 50; ++i)
   1.225 +                if (buf[i*4] != 0 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255) {
   1.226 +                    fail(i, 0, buf, "(0,0,0,255)");
   1.227 +                    return;
   1.228 +                }
   1.229 +
   1.230 +            // Line 15 should be magenta for at least 10 pixels starting 20 pixels in
   1.231 +            var offset = (15*50+20) * 4;
   1.232 +            for (var i = 0; i < 10; ++i)
   1.233 +                if (buf[offset+i*4] != 255 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 255 || buf[offset+i*4+3] != 255) {
   1.234 +                    fail(20 + i, 15, buf, "(255,0,255,255)");
   1.235 +                    return;
   1.236 +                }
   1.237 +            // Last line should be all black
   1.238 +            offset = (49*50) * 4;
   1.239 +            for (var i = 0; i < 50; ++i)
   1.240 +                if (buf[offset+i*4] != 0 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 0 || buf[offset+i*4+3] != 255) {
   1.241 +                    fail(i, 49, buf, "(0,0,0,255)");
   1.242 +                    return;
   1.243 +                }
   1.244 +
   1.245 +            pass();
   1.246 +        }
   1.247 +
   1.248 +        successfullyParsed = true;
   1.249 +    </script>
   1.250 +    <script>finishTest();</script>
   1.251 +</body>
   1.252 +</html>

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