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1 <!DOCTYPE html> | |
2 <html> | |
3 <head> | |
4 <meta charset="utf-8"> | |
5 <title>WebGL uniform location length tests</title> | |
6 <script src="../../../resources/js-test.js"></script> | |
7 <script src="resources/webgl-test.js"> </script> | |
8 <script src="resources/webgl-test-utils.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">Verify limits on the lengths of uniform locations.</div> | |
15 <div id="console"></div> | |
16 <script id="goodVertexShader1" type="x-shader/x-vertex"> | |
17 // A vertex shader where the uniform name is long, but well below the limit. | |
18 struct Nesting2 { | |
19 vec4 identifier62CharactersLong_01234567890123456789012345678901234; | |
20 }; | |
21 | |
22 struct Nesting1 { | |
23 Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456; | |
24 }; | |
25 | |
26 uniform Nesting1 identifier70CharactersLong_012345678901234567890123456789012345
67890; | |
27 | |
28 void main() { | |
29 gl_Position = identifier70CharactersLong_01234567890123456789012345678901234
567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifi
er62CharactersLong_01234567890123456789012345678901234; | |
30 } | |
31 </script> | |
32 <script id="goodVertexShader2" type="x-shader/x-vertex"> | |
33 // A vertex shader where the needed uniform location is exactly 256 characters. | |
34 struct Nesting2 { | |
35 vec4 identifier62CharactersLong_01234567890123456789012345678901234; | |
36 }; | |
37 | |
38 struct Nesting1 { | |
39 Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456; | |
40 }; | |
41 | |
42 uniform Nesting1 identifier128CharactersLong_01234567890123456789012345678901234
56789012345678901234567890123456789012345678901234567890123456789; | |
43 | |
44 void main() { | |
45 gl_Position = identifier128CharactersLong_0123456789012345678901234567890123
456789012345678901234567890123456789012345678901234567890123456789.identifier64C
haractersLong_0123456789012345678901234567890123456.identifier62CharactersLong_0
1234567890123456789012345678901234; | |
46 } | |
47 </script> | |
48 <script id="badVertexShader" type="x-shader/x-vertex"> | |
49 // A vertex shader where the needed uniform location is 257 characters. | |
50 struct Nesting2 { | |
51 vec4 identifier63CharactersLong_012345678901234567890123456789012345; | |
52 }; | |
53 | |
54 struct Nesting1 { | |
55 Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456; | |
56 }; | |
57 | |
58 uniform Nesting1 identifier128CharactersLong_01234567890123456789012345678901234
56789012345678901234567890123456789012345678901234567890123456789; | |
59 | |
60 void main() { | |
61 Nesting2 temp = identifier128CharactersLong_01234567890123456789012345678901
23456789012345678901234567890123456789012345678901234567890123456789.identifier6
4CharactersLong_0123456789012345678901234567890123456; | |
62 gl_Position = temp.identifier63CharactersLong_012345678901234567890123456789
012345; | |
63 } | |
64 </script> | |
65 <script id="fragmentShader" type="x-shader/x-fragment"> | |
66 precision mediump float; | |
67 | |
68 void main() { | |
69 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
70 } | |
71 </script> | |
72 <script> | |
73 if (window.initNonKhronosFramework) { | |
74 window.initNonKhronosFramework(false); | |
75 } | |
76 | |
77 if (window.internals) | |
78 window.internals.settings.setWebGLErrorsToConsoleEnabled(false); | |
79 | |
80 var wtu = WebGLTestUtils; | |
81 var gl = wtu.create3DContext(document.getElementById("example")); | |
82 | |
83 debug("Test uniform location underneath the length limit"); | |
84 var program = wtu.loadProgramFromScript(gl, "goodVertexShader1", "fragmentShader
"); | |
85 shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true'); | |
86 var uniformLoc = gl.getUniformLocation(program, "identifier70CharactersLong_0123
4567890123456789012345678901234567890.identifier64CharactersLong_012345678901234
5678901234567890123456.identifier62CharactersLong_012345678901234567890123456789
01234"); | |
87 shouldBeNonNull('uniformLoc'); | |
88 wtu.glErrorShouldBe(gl, gl.NONE); | |
89 | |
90 debug("Test uniform location exactly at the length limit"); | |
91 var program = wtu.loadProgramFromScript(gl, "goodVertexShader2", "fragmentShader
"); | |
92 shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true'); | |
93 var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_012
34567890123456789012345678901234567890123456789012345678901234567890123456789012
34567890123456789.identifier64CharactersLong_01234567890123456789012345678901234
56.identifier62CharactersLong_01234567890123456789012345678901234"); | |
94 shouldBeNonNull('uniformLoc'); | |
95 wtu.glErrorShouldBe(gl, gl.NONE); | |
96 | |
97 debug("Test uniform location over the length limit"); | |
98 program = wtu.loadProgramFromScript(gl, "badVertexShader", "fragmentShader"); | |
99 wtu.glErrorShouldBe(gl, gl.NONE); | |
100 shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true'); | |
101 var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_012
34567890123456789012345678901234567890123456789012345678901234567890123456789012
34567890123456789.identifier64CharactersLong_01234567890123456789012345678901234
56.identifier63CharactersLong_012345678901234567890123456789012345"); | |
102 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); | |
103 shouldBeNull('uniformLoc'); | |
104 | |
105 </script> | |
106 </body> | |
107 </html> | |
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