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