Index: conformance/glsl/misc/glsl-long-variable-names.html |
=================================================================== |
--- conformance/glsl/misc/glsl-long-variable-names.html (revision 0) |
+++ conformance/glsl/misc/glsl-long-variable-names.html (revision 0) |
@@ -0,0 +1,130 @@ |
+<!DOCTYPE html> |
+<html> |
+<head> |
+ <meta charset="utf-8"> |
+ <title>glsl long variable name mapping tests</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> |
+</head> |
+<body> |
+ <canvas id="example" width="50" height="50"> |
+ There is supposed to be an example drawing here, but it's not important. |
+ </canvas> |
+ <div id="description">Verify that shader long variable names works fine if they are within 256 characters.</div> |
+ <div id="console"></div> |
+ <script id="vshader" type="x-shader/x-vertex"> |
+ attribute vec4 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
+ varying float alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
+ void main() |
+ { |
+ alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0; |
+ gl_Position = vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; |
+ } |
+ </script> |
+ |
+ <script id="fshader" type="x-shader/x-fragment"> |
+ precision mediump float; |
+ varying float alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; |
+ uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[3]; |
+ void main() |
+ { |
+ for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) |
+ { |
+ gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2], alpha01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890); |
+ } |
+ } |
+ </script> |
+ |
+ <script> |
+ function fail(x,y, buf, shouldBe) |
+ { |
+ var i = (y*50+x) * 4; |
+ var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe; |
+ testFailed(reason); |
+ } |
+ |
+ function pass() |
+ { |
+ testPassed("drawing is correct"); |
+ } |
+ |
+ if (window.initNonKhronosFramework) { |
+ window.initNonKhronosFramework(false); |
+ } |
+ |
+ gl = initWebGL("example", "vshader", "fshader", [ "vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"], [ 0, 0, 0, 1 ], 1); |
+ |
+ var prog = gl.getParameter(gl.CURRENT_PROGRAM); |
+ shouldBeNonNull(prog); |
+ var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]"); |
+ shouldBeNonNull(redLoc); |
+ var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]"); |
+ shouldBeNonNull(greenLoc); |
+ var blueLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2]"); |
+ shouldBeNonNull(blueLoc); |
+ |
+ shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1"); |
+ var activeAttrib = gl.getActiveAttrib(prog, 0); |
+ shouldBeNonNull(activeAttrib); |
+ shouldBe("activeAttrib.size", "1"); |
+ shouldBe("activeAttrib.type", "gl.FLOAT_VEC4"); |
+ shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'"); |
+ |
+ shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); |
+ var activeUniform = gl.getActiveUniform(prog, 0); |
+ shouldBeNonNull(activeUniform); |
+ shouldBe("activeUniform.size", "3"); |
+ shouldBe("activeUniform.type", "gl.FLOAT"); |
+ shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'"); |
+ |
+ gl.uniform1f(redLoc, 1.0); |
+ gl.uniform1f(greenLoc, 0.0); |
+ gl.uniform1f(blueLoc, 1.0); |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW); |
+ gl.enableVertexAttribArray(0); |
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
+ |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawArrays(gl.TRIANGLES, 0, 3); |
+ |
+ var buf = new Uint8Array(50 * 50 * 4); |
+ gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
+ shouldBe("gl.getError()", "gl.NO_ERROR"); |
+ |
+ function checkPixels() |
+ { |
+ // Test several locations |
+ // First line should be all black |
+ for (var i = 0; i < 50; ++i) |
+ if (buf[i*4] != 0 || buf[i*4+1] != 0 || buf[i*4+2] != 0 || buf[i*4+3] != 255) { |
+ fail(i, 0, buf, "(0,0,0,255)"); |
+ return; |
+ } |
+ |
+ // Line 15 should be red for at least 10 red pixels starting 20 pixels in |
+ var offset = (15*50+20) * 4; |
+ for (var i = 0; i < 10; ++i) |
+ if (buf[offset+i*4] != 255 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 255 || buf[offset+i*4+3] != 255) { |
+ fail(20 + i, 15, buf, "(255,0,255,255)"); |
+ return; |
+ } |
+ // Last line should be all black |
+ offset = (49*50) * 4; |
+ for (var i = 0; i < 50; ++i) |
+ if (buf[offset+i*4] != 0 || buf[offset+i*4+1] != 0 || buf[offset+i*4+2] != 0 || buf[offset+i*4+3] != 255) { |
+ fail(i, 49, buf, "(0,0,0,255)"); |
+ return; |
+ } |
+ |
+ pass(); |
+ } |
+ checkPixels(); |
+ successfullyParsed = true; |
+ </script> |
+ <script src="../../../resources/js-test-post.js"></script> |
+</body> |
+</html> |
Property changes on: conformance/glsl/misc/glsl-long-variable-names.html |
___________________________________________________________________ |
Added: svn:executable |
+ * |
Added: svn:eol-style |
+ LF |