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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>