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 getActiveUniform conformance test.</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="16" height="16"></canvas>
18 <div id="description"></div>
19 <div id="console"></div>
20 <script id="vshader" type="x-shader/x-vertex">
21 void main()
22 {
23 gl_Position = vec4(0, 0, 0, 1);
24 }
25 </script>
26 <script id="fshader" type="x-shader/x-fragment">
27 precision mediump float;
28 uniform $type uniform0;
29 void main()
30 {
31 gl_FragColor = vec4(0,$access,0,1);
32 }
33 </script>
34 <script id="fshaderA" type="x-shader/x-fragment">
35 precision mediump float;
36 uniform float uniform0;
37 void main()
38 {
39 gl_FragColor = vec4(0,uniform0,0,1);
40 }
41 </script>
42 <script id="fshaderB" type="x-shader/x-fragment">
43 precision mediump float;
44 uniform float uniform0;
45 uniform float uniform1;
46 void main()
47 {
48 gl_FragColor = vec4(0,uniform0,uniform1,1);
49 }
50 </script>
51 <script>
52 description("Tests getActiveUniform for various types");
54 var wtu = WebGLTestUtils;
55 var gl = wtu.create3DContext("example");
57 var tests = [
58 { glType: gl.FLOAT, size: 1, type: 'float', access: 'uniform0'},
59 { glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: 'uniform0[1]'},
60 { glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: 'uniform0[2]'},
61 { glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: 'uniform0[3]'},
62 { glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: 'uniform0[1][1]'},
63 { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'},
64 { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'},
65 { glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: 'uniform0[3][3]'},
66 { glType: gl.INT, size: 1, type: 'int', access: 'float(uniform0)'},
67 { glType: gl.INT_VEC2, size: 1, type: 'ivec2', access: 'float(uniform0[1])'},
68 { glType: gl.INT_VEC3, size: 1, type: 'ivec3', access: 'float(uniform0[2])'},
69 { glType: gl.INT_VEC4, size: 1, type: 'ivec4', access: 'float(uniform0[3])'},
70 { glType: gl.BOOL, size: 1, type: 'bool', access: 'float(uniform0)'},
71 { glType: gl.BOOL_VEC2, size: 1, type: 'bvec2', access: 'float(uniform0[1])'},
72 { glType: gl.BOOL_VEC3, size: 1, type: 'bvec3', access: 'float(uniform0[2])'},
73 { glType: gl.BOOL_VEC4, size: 1, type: 'bvec4', access: 'float(uniform0[3])'},
74 { glType: gl.SAMPLER_2D,
75 size: 1,
76 type: 'sampler2D',
77 access: 'texture2D(uniform0, vec2(0,0)).x'
78 },
79 { glType: gl.SAMPLER_CUBE,
80 size: 1,
81 type: 'samplerCube',
82 access: 'textureCube(uniform0, vec3(0,1,0)).x'
83 }
84 ];
86 var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER);
87 var source = document.getElementById('fshader').text;
89 function createProgram(type, access) {
90 var fs = wtu.loadShader(
91 gl,
92 source.replace('$type', type).replace('$access', access),
93 gl.FRAGMENT_SHADER);
94 var program = wtu.setupProgram(gl, [vs, fs]);
95 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
96 return program;
97 }
99 for (var tt = 0; tt < tests.length; ++tt) {
100 var t = tests[tt];
101 var program = createProgram(t.type, t.access);
102 var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
103 var found = false;
104 for (var ii = 0; ii < numUniforms; ++ii) {
105 var info = gl.getActiveUniform(program, ii);
106 if (info.name == 'uniform0') {
107 found = true;
108 assertMsg(info.type == t.glType,
109 "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
110 wtu.glEnumToString(gl, info.type));
111 assertMsg(info.size == t.size,
112 "size must be " + t.size + ' was ' + info.size);
113 }
114 }
115 if (!found) {
116 testFailed("uniform 'uniform0' not found");
117 }
118 }
120 var p1 = wtu.setupProgram(gl, [vs, 'fshaderA']);
121 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A");
122 var p2 = wtu.setupProgram(gl, [vs, 'fshaderB']);
123 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B");
124 var l1 = gl.getUniformLocation(p1, 'uniform0');
125 glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1");
126 var l2 = gl.getUniformLocation(p2, 'uniform0');
127 glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2");
129 gl.useProgram(p2);
130 gl.uniform1f(l2, 1);
131 glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0");
132 gl.uniform1f(l1, 2);
133 glErrorShouldBe(gl, gl.INVALID_OPERATION,
134 "setting a uniform using a location from another program");
136 successfullyParsed = true;
137 </script>
138 <script>finishTest();</script>
140 </body>
141 </html>