Index: conformance/programs/gl-get-active-uniform.html |
=================================================================== |
--- conformance/programs/gl-get-active-uniform.html (revision 0) |
+++ conformance/programs/gl-get-active-uniform.html (revision 0) |
@@ -0,0 +1,146 @@ |
+<!-- |
+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 getActiveUniform conformance test.</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="16" height="16"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="vshader" type="x-shader/x-vertex"> |
+void main() |
+{ |
+ gl_Position = vec4(0, 0, 0, 1); |
+} |
+</script> |
+<script id="fshader" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform $type uniform0; |
+void main() |
+{ |
+ gl_FragColor = vec4(0,$access,0,1); |
+} |
+</script> |
+<script id="fshaderA" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform float uniform0; |
+void main() |
+{ |
+ gl_FragColor = vec4(0,uniform0,0,1); |
+} |
+</script> |
+<script id="fshaderB" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform float uniform0; |
+uniform float uniform1; |
+void main() |
+{ |
+ gl_FragColor = vec4(0,uniform0,uniform1,1); |
+} |
+</script> |
+<script> |
+description("Tests getActiveUniform for various types"); |
+ |
+var wtu = WebGLTestUtils; |
+var canvas = document.getElementById("example"); |
+var gl = wtu.create3DContext(canvas); |
+ |
+var tests = [ |
+{ glType: gl.FLOAT, size: 1, type: 'float', access: 'uniform0'}, |
+{ glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: 'uniform0[1]'}, |
+{ glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: 'uniform0[2]'}, |
+{ glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: 'uniform0[3]'}, |
+{ glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: 'uniform0[1][1]'}, |
+{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, |
+{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: 'uniform0[2][2]'}, |
+{ glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: 'uniform0[3][3]'}, |
+{ glType: gl.INT, size: 1, type: 'int', access: 'float(uniform0)'}, |
+{ glType: gl.INT_VEC2, size: 1, type: 'ivec2', access: 'float(uniform0[1])'}, |
+{ glType: gl.INT_VEC3, size: 1, type: 'ivec3', access: 'float(uniform0[2])'}, |
+{ glType: gl.INT_VEC4, size: 1, type: 'ivec4', access: 'float(uniform0[3])'}, |
+{ glType: gl.BOOL, size: 1, type: 'bool', access: 'float(uniform0)'}, |
+{ glType: gl.BOOL_VEC2, size: 1, type: 'bvec2', access: 'float(uniform0[1])'}, |
+{ glType: gl.BOOL_VEC3, size: 1, type: 'bvec3', access: 'float(uniform0[2])'}, |
+{ glType: gl.BOOL_VEC4, size: 1, type: 'bvec4', access: 'float(uniform0[3])'}, |
+{ glType: gl.SAMPLER_2D, |
+ size: 1, |
+ type: 'sampler2D', |
+ access: 'texture2D(uniform0, vec2(0,0)).x' |
+}, |
+{ glType: gl.SAMPLER_CUBE, |
+ size: 1, |
+ type: 'samplerCube', |
+ access: 'textureCube(uniform0, vec3(0,1,0)).x' |
+} |
+]; |
+ |
+var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER); |
+var source = document.getElementById('fshader').text; |
+ |
+function createProgram(type, access) { |
+ var fs = wtu.loadShader( |
+ gl, |
+ source.replace('$type', type).replace('$access', access), |
+ gl.FRAGMENT_SHADER); |
+ var program = wtu.setupProgram(gl, [vs, fs]); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup"); |
+ return program; |
+} |
+ |
+for (var tt = 0; tt < tests.length; ++tt) { |
+ var t = tests[tt]; |
+ var program = createProgram(t.type, t.access); |
+ var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); |
+ var found = false; |
+ for (var ii = 0; ii < numUniforms; ++ii) { |
+ var info = gl.getActiveUniform(program, ii); |
+ if (info.name == 'uniform0') { |
+ found = true; |
+ assertMsg(info.type == t.glType, |
+ "type must be " + wtu.glEnumToString(gl, t.glType) + " was " + |
+ wtu.glEnumToString(gl, info.type)); |
+ assertMsg(info.size == t.size, |
+ "size must be " + t.size + ' was ' + info.size); |
+ } |
+ } |
+ if (!found) { |
+ testFailed("uniform 'uniform0' not found"); |
+ } |
+} |
+ |
+var p1 = wtu.setupProgram( |
+ gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderA', gl.FRAGMENT_SHADER)]); |
+glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A"); |
+var p2 = wtu.setupProgram( |
+ gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderB', gl.FRAGMENT_SHADER)]); |
+glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B"); |
+var l1 = gl.getUniformLocation(p1, 'uniform0'); |
+glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1"); |
+var l2 = gl.getUniformLocation(p2, 'uniform0'); |
+glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2"); |
+ |
+gl.useProgram(p2); |
+gl.uniform1f(l2, 1); |
+glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0"); |
+gl.uniform1f(l1, 2); |
+glErrorShouldBe(gl, gl.INVALID_OPERATION, |
+ "setting a uniform using a location from another program"); |
+ |
+successfullyParsed = true; |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
+ |
Property changes on: conformance/programs/gl-get-active-uniform.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |