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