| 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
|
|
|
|
|