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Unified Diff: conformance/programs/gl-get-active-uniform.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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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
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