gl-min-textures.html (2392B)
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>WebGL the minimum number of uniforms are supported.</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="4" height="4" style="width: 40px; height: 30px;"></canvas> 18 <div id="description"></div> 19 <div id="console"></div> 20 <script id="vshader" type="x-shader/x-vertex"> 21 attribute vec4 vPosition; 22 void main() 23 { 24 gl_Position = vPosition; 25 } 26 </script> 27 28 <script id="fshader" type="x-shader/x-fragment"> 29 #define NUM_TEXTURES 8 // See spec 30 precision mediump float; 31 uniform sampler2D uni[NUM_TEXTURES]; 32 void main() 33 { 34 vec4 c = vec4(0,0,0,0); 35 // The loop was manually unrolled in order to verify that this works. 36 // A separate test sampler-array-using-loop-index.html checks that 37 // loops indexing sampler arrays still work. 38 c += texture2D(uni[0], vec2(0.5, 0.5)); 39 c += texture2D(uni[1], vec2(0.5, 0.5)); 40 c += texture2D(uni[2], vec2(0.5, 0.5)); 41 c += texture2D(uni[3], vec2(0.5, 0.5)); 42 c += texture2D(uni[4], vec2(0.5, 0.5)); 43 c += texture2D(uni[5], vec2(0.5, 0.5)); 44 c += texture2D(uni[6], vec2(0.5, 0.5)); 45 c += texture2D(uni[7], vec2(0.5, 0.5)); 46 gl_FragColor = c; 47 } 48 </script> 49 <script> 50 "use strict"; 51 description(document.title); 52 var wtu = WebGLTestUtils; 53 var gl = wtu.create3DContext("example"); 54 var program = wtu.setupTexturedQuad(gl); 55 56 //------------------------------------------------------------------------------ 57 var program = wtu.setupProgram( 58 gl, ['vshader', 'fshader'], ['vPosition'], [0]); 59 60 for (var ii = 0; ii < 8; ++ii) { 61 var loc = gl.getUniformLocation(program, "uni[" + ii + "]"); 62 gl.activeTexture(gl.TEXTURE0 + ii); 63 var tex = gl.createTexture(); 64 wtu.fillTexture(gl, tex, 1, 1, [32, 16, 8, ii * 9], 0); 65 gl.uniform1i(loc, ii); 66 } 67 68 wtu.clearAndDrawUnitQuad(gl); 69 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup."); 70 wtu.checkCanvas(gl, [255, 128, 64, 252], 71 "Should render using all texture units", 1); 72 73 var successfullyParsed = true; 74 75 </script> 76 <script src="../../js/js-test-post.js"></script> 77 78 </body> 79 </html>