Index: conformance/limits/gl-min-uniforms.html |
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--- conformance/limits/gl-min-uniforms.html (revision 0) |
+++ conformance/limits/gl-min-uniforms.html (revision 0) |
@@ -0,0 +1,112 @@ |
+<!-- |
+Copyright (c) 2011 The Chromium Authors. All rights reserved. |
+Use of this source code is governed by a BSD-style license that can be |
+found in the LICENSE file. |
+ --> |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL the minimum number of uniforms are supported.</title> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/js-test-pre.js"></script> |
+<script src="../resources/webgl-test.js"> </script> |
+<script src="../resources/webgl-test-utils.js"> </script> |
+</head> |
+<body> |
+<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="vshader" type="x-shader/x-vertex"> |
+#define NUM_UNIFORMS 128 // See spec |
+attribute vec4 vPosition; |
+uniform vec4 uni[NUM_UNIFORMS]; |
+varying vec4 color; |
+void main() |
+{ |
+ gl_Position = vPosition; |
+ vec4 c = vec4(0,0,0,0); |
+ for (int ii = 0; ii < NUM_UNIFORMS; ++ii) { |
+ c += uni[ii]; |
+ } |
+ color = c; |
+} |
+</script> |
+ |
+<script id="fshader" type="x-shader/x-fragment"> |
+precision mediump float; |
+varying vec4 color; |
+void main() |
+{ |
+ gl_FragColor = color; |
+} |
+</script> |
+<script id="vshader2" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+void main() |
+{ |
+ gl_Position = vPosition; |
+} |
+</script> |
+ |
+<script id="fshader2" type="x-shader/x-fragment"> |
+precision mediump float; |
+#define NUM_UNIFORMS 16 // See spec |
+uniform vec4 uni[NUM_UNIFORMS]; |
+void main() |
+{ |
+ vec4 c = vec4(0,0,0,0); |
+ for (int ii = 0; ii < NUM_UNIFORMS; ++ii) { |
+ c += uni[ii]; |
+ } |
+ gl_FragColor = vec4(c.r, c.g, c.b, c.a / 120.0); |
+} |
+</script> |
+<script> |
+var wtu = WebGLTestUtils; |
+var canvas = document.getElementById("example"); |
+var gl = wtu.create3DContext(canvas); |
+var program = wtu.setupTexturedQuad(gl); |
+ |
+//------------------------------------------------------------------------------ |
+var program = wtu.setupProgram( |
+ gl, |
+ [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER), |
+ wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)], |
+ ['vPosition'], [0]); |
+ |
+for (var ii = 0; ii < 128; ++ii) { |
+ var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); |
+ gl.uniform4f(loc, 2/256, 2/512, 2/1024, ii/8128); |
+} |
+ |
+wtu.drawQuad(gl); |
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
+wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 127, 64, 255], "Should render 255,127,64,32 (+/-1)", 1); |
+ |
+//------------------------------------------------------------------------------ |
+var program = wtu.setupProgram( |
+ gl, |
+ [wtu.loadShaderFromScript(gl, 'vshader2', gl.VERTEX_SHADER), |
+ wtu.loadShaderFromScript(gl, 'fshader2', gl.FRAGMENT_SHADER)], |
+ ['vPosition'], [0]); |
+ |
+for (var ii = 0; ii < 16; ++ii) { |
+ var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); |
+ gl.uniform4f(loc, 16/2048, 16/1024, 16/512, ii); |
+} |
+ |
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
+wtu.drawQuad(gl); |
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); |
+wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [32, 64, 127, 255], "Should render 32,64,127,255 (+/-1)", 1); |
+ |
+successfullyParsed = true; |
+ |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
+ |
Property changes on: conformance/limits/gl-min-uniforms.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |