| Index: conformance/programs/gl-get-active-uniform.html
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| ===================================================================
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| --- conformance/programs/gl-get-active-uniform.html	(revision 0)
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| +++ conformance/programs/gl-get-active-uniform.html	(revision 0)
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| @@ -0,0 +1,146 @@
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| +<!--
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| +Copyright (c) 2011 The Chromium Authors. All rights reserved.
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| +Use of this source code is governed by a BSD-style license that can be
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| +found in the LICENSE file.
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| + -->
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| +<!DOCTYPE html>
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| +<html>
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| +<head>
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| +<meta charset="utf-8">
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| +<title>WebGL getActiveUniform conformance test.</title>
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| +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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| +<script src="../../resources/js-test-pre.js"></script>
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| +<script src="../resources/webgl-test.js"> </script>
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| +<script src="../resources/webgl-test-utils.js"> </script>
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| +</head>
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| +<body>
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| +<canvas id="example" width="16" height="16"></canvas>
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| +<div id="description"></div>
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| +<div id="console"></div>
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| +<script id="vshader" type="x-shader/x-vertex">
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| +void main()
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| +{
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| +    gl_Position = vec4(0, 0, 0, 1);
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| +}
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| +</script>
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| +<script id="fshader" type="x-shader/x-fragment">
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| +precision mediump float;
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| +uniform $type uniform0;
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| +void main()
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| +{
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| +    gl_FragColor = vec4(0,$access,0,1);
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| +}
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| +</script>
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| +<script id="fshaderA" type="x-shader/x-fragment">
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| +precision mediump float;
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| +uniform float uniform0;
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| +void main()
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| +{
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| +    gl_FragColor = vec4(0,uniform0,0,1);
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| +}
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| +</script>
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| +<script id="fshaderB" type="x-shader/x-fragment">
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| +precision mediump float;
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| +uniform float uniform0;
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| +uniform float uniform1;
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| +void main()
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| +{
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| +    gl_FragColor = vec4(0,uniform0,uniform1,1);
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| +}
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| +</script>
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| +<script>
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| +description("Tests getActiveUniform for various types");
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| +
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| +var wtu = WebGLTestUtils;
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| +var canvas = document.getElementById("example");
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| +var gl = wtu.create3DContext(canvas);
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| +
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| +var tests = [
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| +{ glType: gl.FLOAT,      size: 1, type: 'float', access: 'uniform0'},
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| +{ glType: gl.FLOAT_VEC2, size: 1, type: 'vec2',  access: 'uniform0[1]'},
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| +{ glType: gl.FLOAT_VEC3, size: 1, type: 'vec3',  access: 'uniform0[2]'},
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| +{ glType: gl.FLOAT_VEC4, size: 1, type: 'vec4',  access: 'uniform0[3]'},
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| +{ glType: gl.FLOAT_MAT2, size: 1, type: 'mat2',  access: 'uniform0[1][1]'},
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| +{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3',  access: 'uniform0[2][2]'},
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| +{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3',  access: 'uniform0[2][2]'},
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| +{ glType: gl.FLOAT_MAT4, size: 1, type: 'mat4',  access: 'uniform0[3][3]'},
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| +{ glType: gl.INT,        size: 1, type: 'int',   access: 'float(uniform0)'},
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| +{ glType: gl.INT_VEC2,   size: 1, type: 'ivec2', access: 'float(uniform0[1])'},
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| +{ glType: gl.INT_VEC3,   size: 1, type: 'ivec3', access: 'float(uniform0[2])'},
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| +{ glType: gl.INT_VEC4,   size: 1, type: 'ivec4', access: 'float(uniform0[3])'},
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| +{ glType: gl.BOOL,       size: 1, type: 'bool',  access: 'float(uniform0)'},
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| +{ glType: gl.BOOL_VEC2,  size: 1, type: 'bvec2', access: 'float(uniform0[1])'},
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| +{ glType: gl.BOOL_VEC3,  size: 1, type: 'bvec3', access: 'float(uniform0[2])'},
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| +{ glType: gl.BOOL_VEC4,  size: 1, type: 'bvec4', access: 'float(uniform0[3])'},
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| +{ glType: gl.SAMPLER_2D,
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| +  size: 1,
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| +  type: 'sampler2D',
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| +  access: 'texture2D(uniform0, vec2(0,0)).x'
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| +},
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| +{ glType: gl.SAMPLER_CUBE,
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| +  size: 1,
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| +  type: 'samplerCube',
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| +  access: 'textureCube(uniform0, vec3(0,1,0)).x'
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| +}
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| +];
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| +
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| +var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER);
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| +var source = document.getElementById('fshader').text;
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| +
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| +function createProgram(type, access) {
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| +  var fs = wtu.loadShader(
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| +      gl,
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| +      source.replace('$type', type).replace('$access', access),
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| +      gl.FRAGMENT_SHADER);
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| +  var program = wtu.setupProgram(gl, [vs, fs]);
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| +  glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
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| +  return program;
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| +}
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| +
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| +for (var tt = 0; tt < tests.length; ++tt) {
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| +  var t = tests[tt];
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| +  var program = createProgram(t.type, t.access);
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| +  var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
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| +  var found = false;
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| +  for (var ii = 0; ii < numUniforms; ++ii) {
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| +    var info = gl.getActiveUniform(program, ii);
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| +    if (info.name == 'uniform0') {
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| +      found = true;
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| +      assertMsg(info.type == t.glType,
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| +                "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
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| +                wtu.glEnumToString(gl, info.type));
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| +      assertMsg(info.size == t.size,
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| +                "size must be " + t.size + ' was ' + info.size);
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| +    }
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| +  }
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| +  if (!found) {
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| +    testFailed("uniform 'uniform0' not found");
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| +  }
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| +}
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| +
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| +var p1 = wtu.setupProgram(
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| +    gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderA', gl.FRAGMENT_SHADER)]);
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| +glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A");
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| +var p2 = wtu.setupProgram(
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| +    gl, [vs, wtu.loadShaderFromScript(gl, 'fshaderB', gl.FRAGMENT_SHADER)]);
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| +glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B");
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| +var l1 = gl.getUniformLocation(p1, 'uniform0');
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| +glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1");
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| +var l2 = gl.getUniformLocation(p2, 'uniform0');
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| +glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2");
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| +
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| +gl.useProgram(p2);
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| +gl.uniform1f(l2, 1);
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| +glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0");
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| +gl.uniform1f(l1, 2);
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| +glErrorShouldBe(gl, gl.INVALID_OPERATION,
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| +                "setting a uniform using a location from another program");
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| +
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| +successfullyParsed = true;
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| +</script>
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| +<script src="../../resources/js-test-post.js"></script>
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| +
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| +</body>
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| +</html>
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| +
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| +
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| 
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| Property changes on: conformance/programs/gl-get-active-uniform.html
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| ___________________________________________________________________
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| Added: svn:eol-style
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|    + LF
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| 
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| 
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