glsl-long-variable-names.html (13132B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <title>glsl long variable name mapping tests</title> 12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> 13 <script src="../../../js/js-test-pre.js"></script> 14 <script src="../../../js/webgl-test-utils.js"> </script> 15 </head> 16 <body> 17 <canvas id="example" width="50" height="50"> 18 There is supposed to be an example drawing here, but it's not important. 19 </canvas> 20 <div id="description"></div> 21 <div id="console"></div> 22 <script id="vshader_shared_uniform" type="x-shader/x-vertex"> 23 attribute vec3 vPosition; 24 uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; 25 void main() 26 { 27 gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890); 28 } 29 </script> 30 31 <script id="fshader_shared_uniform" type="x-shader/x-fragment"> 32 precision mediump float; 33 uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; 34 void main() 35 { 36 gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0); 37 } 38 </script> 39 40 <script id="vshader_uniform_array" type="x-shader/x-vertex"> 41 attribute vec3 vPosition; 42 void main() 43 { 44 gl_Position = vec4(vPosition, 1.0); 45 } 46 </script> 47 48 <script id="fshader_uniform_array" type="x-shader/x-fragment"> 49 precision mediump float; 50 uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2]; 51 void main() 52 { 53 gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0); 54 } 55 </script> 56 57 <script id="vshader_varying" type="x-shader/x-vertex"> 58 attribute vec3 vPosition; 59 varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; 60 void main() 61 { 62 value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0; 63 gl_Position = vec4(vPosition, 1.0); 64 } 65 </script> 66 67 <script id="fshader_varying" type="x-shader/x-fragment"> 68 precision mediump float; 69 varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890; 70 void main() 71 { 72 gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0); 73 } 74 </script> 75 76 <script id="vshader_local" type="x-shader/x-vertex"> 77 attribute vec3 vPosition; 78 void main() 79 { 80 for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) 81 { 82 gl_Position = vec4(vPosition, 1.0); 83 } 84 } 85 </script> 86 87 <script id="fshader_local" type="x-shader/x-fragment"> 88 precision mediump float; 89 void main() 90 { 91 for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234) 92 { 93 gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); 94 } 95 } 96 </script> 97 98 <script id="vshader_attrib" type="x-shader/x-vertex"> 99 attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456; 100 void main() 101 { 102 gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0); 103 } 104 </script> 105 106 <script id="fshader_attrib" type="x-shader/x-fragment"> 107 precision mediump float; 108 void main() 109 { 110 gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); 111 } 112 </script> 113 114 <script> 115 "use strict"; 116 description("Verify that shader long variable names works fine if they are within 256 characters."); 117 118 debug("Test same long uniform name in both vertex shader and fragment shader"); 119 var wtu = WebGLTestUtils; 120 var gl = wtu.create3DContext("example"); 121 var program = wtu.setupProgram(gl, ["vshader_shared_uniform", "fshader_shared_uniform"], ["vPosition"]); 122 shouldBeNonNull("gl"); 123 shouldBe("gl.getError()", "gl.NO_ERROR"); 124 var prog = gl.getParameter(gl.CURRENT_PROGRAM); 125 shouldBeNonNull("prog"); 126 var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890"); 127 shouldBeNonNull("valueLoc"); 128 shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); 129 var activeUniform = gl.getActiveUniform(prog, 0); 130 shouldBeNonNull("activeUniform"); 131 shouldBe("activeUniform.type", "gl.FLOAT"); 132 shouldBe("activeUniform.size", "1"); 133 shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'"); 134 gl.uniform1f(valueLoc, 1.0); 135 drawAndCheckPixels(gl); 136 shouldBe("gl.getError()", "gl.NO_ERROR"); 137 debug(""); 138 139 debug("Test long uniform array name"); 140 var gl = wtu.create3DContext("example"); 141 var program = wtu.setupProgram(gl, ["vshader_uniform_array", "fshader_uniform_array"], ["vPosition"]); 142 shouldBeNonNull("gl"); 143 shouldBe("gl.getError()", "gl.NO_ERROR"); 144 var prog = gl.getParameter(gl.CURRENT_PROGRAM); 145 shouldBeNonNull("prog"); 146 var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]"); 147 shouldBeNonNull("redLoc"); 148 var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]"); 149 shouldBeNonNull("greenLoc"); 150 shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1"); 151 var activeUniform = gl.getActiveUniform(prog, 0); 152 shouldBeNonNull("activeUniform"); 153 shouldBe("activeUniform.type", "gl.FLOAT"); 154 shouldBe("activeUniform.size", "2"); 155 shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'"); 156 gl.uniform1f(redLoc, 1.0); 157 gl.uniform1f(greenLoc, 0.0); 158 drawAndCheckPixels(gl); 159 shouldBe("gl.getError()", "gl.NO_ERROR"); 160 debug(""); 161 162 debug("Test long varying name"); 163 var gl = wtu.create3DContext("example"); 164 var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]); 165 shouldBeNonNull("gl"); 166 shouldBe("gl.getError()", "gl.NO_ERROR"); 167 var prog = gl.getParameter(gl.CURRENT_PROGRAM); 168 shouldBeNonNull("prog"); 169 drawAndCheckPixels(gl); 170 shouldBe("gl.getError()", "gl.NO_ERROR"); 171 debug(""); 172 173 debug("Test long local variable name"); 174 var gl = wtu.create3DContext("example"); 175 var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]); 176 shouldBeNonNull("gl"); 177 shouldBe("gl.getError()", "gl.NO_ERROR"); 178 var prog = gl.getParameter(gl.CURRENT_PROGRAM); 179 shouldBeNonNull("prog"); 180 drawAndCheckPixels(gl); 181 shouldBe("gl.getError()", "gl.NO_ERROR"); 182 debug(""); 183 184 debug("Test long attribute name"); 185 var gl = wtu.create3DContext("example"); 186 var program = wtu.setupProgram(gl, ["vshader_attrib", "fshader_attrib"], ["vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"]); 187 shouldBeNonNull("gl"); 188 shouldBe("gl.getError()", "gl.NO_ERROR"); 189 var prog = gl.getParameter(gl.CURRENT_PROGRAM); 190 shouldBeNonNull("prog"); 191 shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1"); 192 var activeAttrib = gl.getActiveAttrib(prog, 0); 193 shouldBeNonNull("activeAttrib"); 194 shouldBe("activeAttrib.size", "1"); 195 shouldBe("activeAttrib.type", "gl.FLOAT_VEC3"); 196 shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'"); 197 drawAndCheckPixels(gl); 198 shouldBe("gl.getError()", "gl.NO_ERROR"); 199 debug(""); 200 201 function drawAndCheckPixels(gl) 202 { 203 var vertexObject = gl.createBuffer(); 204 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); 205 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW); 206 gl.enableVertexAttribArray(0); 207 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); 208 209 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 210 gl.drawArrays(gl.TRIANGLES, 0, 3); 211 212 // Test several locations 213 // First line should be all black 214 wtu.checkCanvasRect(gl, 0, 0, 50, 1, [0, 0, 0, 0]); 215 216 // Line 15 should be magenta for at least 10 pixels starting 20 pixels in 217 wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 255, 255]); 218 219 // Last line should be all black 220 wtu.checkCanvasRect(gl, 0, 49, 50, 1, [0, 0, 0, 0]); 221 } 222 223 var successfullyParsed = true; 224 </script> 225 <script src="../../../js/js-test-post.js"></script> 226 </body> 227 </html>