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gl-get-active-uniform.html (4948B)


      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 getActiveUniform conformance test.</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="16" height="16"></canvas>
     18 <div id="description"></div>
     19 <div id="console"></div>
     20 <script id="vshader" type="x-shader/x-vertex">
     21 void main()
     22 {
     23    gl_Position = vec4(0, 0, 0, 1);
     24 }
     25 </script>
     26 <script id="fshader" type="x-shader/x-fragment">
     27 precision mediump float;
     28 uniform $type uniform0;
     29 void main()
     30 {
     31    gl_FragColor = vec4(0,$access,0,1);
     32 }
     33 </script>
     34 <script id="fshaderA" type="x-shader/x-fragment">
     35 precision mediump float;
     36 uniform float uniform0;
     37 void main()
     38 {
     39    gl_FragColor = vec4(0,uniform0,0,1);
     40 }
     41 </script>
     42 <script id="fshaderB" type="x-shader/x-fragment">
     43 precision mediump float;
     44 uniform float uniform0;
     45 uniform float uniform1;
     46 void main()
     47 {
     48    gl_FragColor = vec4(0,uniform0,uniform1,1);
     49 }
     50 </script>
     51 <script>
     52 "use strict";
     53 description("Tests getActiveUniform for various types");
     54 
     55 var wtu = WebGLTestUtils;
     56 var gl = wtu.create3DContext("example");
     57 
     58 var tests = [
     59  { glType: gl.FLOAT,        size: 1, type: 'float',       access: 'uniform0'},
     60  { glType: gl.FLOAT_VEC2,   size: 1, type: 'vec2',        access: 'uniform0[1]'},
     61  { glType: gl.FLOAT_VEC3,   size: 1, type: 'vec3',        access: 'uniform0[2]'},
     62  { glType: gl.FLOAT_VEC4,   size: 1, type: 'vec4',        access: 'uniform0[3]'},
     63  { glType: gl.FLOAT_MAT2,   size: 1, type: 'mat2',        access: 'uniform0[1][1]'},
     64  { glType: gl.FLOAT_MAT3,   size: 1, type: 'mat3',        access: 'uniform0[2][2]'},
     65  { glType: gl.FLOAT_MAT3,   size: 1, type: 'mat3',        access: 'uniform0[2][2]'},
     66  { glType: gl.FLOAT_MAT4,   size: 1, type: 'mat4',        access: 'uniform0[3][3]'},
     67  { glType: gl.INT,          size: 1, type: 'int',         access: 'float(uniform0)'},
     68  { glType: gl.INT_VEC2,     size: 1, type: 'ivec2',       access: 'float(uniform0[1])'},
     69  { glType: gl.INT_VEC3,     size: 1, type: 'ivec3',       access: 'float(uniform0[2])'},
     70  { glType: gl.INT_VEC4,     size: 1, type: 'ivec4',       access: 'float(uniform0[3])'},
     71  { glType: gl.BOOL,         size: 1, type: 'bool',        access: 'float(uniform0)'},
     72  { glType: gl.BOOL_VEC2,    size: 1, type: 'bvec2',       access: 'float(uniform0[1])'},
     73  { glType: gl.BOOL_VEC3,    size: 1, type: 'bvec3',       access: 'float(uniform0[2])'},
     74  { glType: gl.BOOL_VEC4,    size: 1, type: 'bvec4',       access: 'float(uniform0[3])'},
     75  { glType: gl.SAMPLER_2D,   size: 1, type: 'sampler2D',   access: 'texture2D(uniform0, vec2(0,0)).x'},
     76  { glType: gl.SAMPLER_CUBE, size: 1, type: 'samplerCube', access: 'textureCube(uniform0, vec3(0,1,0)).x'}
     77 ];
     78 
     79 var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER);
     80 var source = document.getElementById('fshader').text;
     81 
     82 function createProgram(type, access) {
     83  var fs = wtu.loadShader(
     84      gl,
     85      source.replace('$type', type).replace('$access', access),
     86      gl.FRAGMENT_SHADER);
     87  var program = wtu.setupProgram(gl, [vs, fs]);
     88  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
     89  return program;
     90 }
     91 
     92 for (var tt = 0; tt < tests.length; ++tt) {
     93  var t = tests[tt];
     94  var program = createProgram(t.type, t.access);
     95  var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
     96  var found = false;
     97  for (var ii = 0; ii < numUniforms; ++ii) {
     98    var info = gl.getActiveUniform(program, ii);
     99    if (info.name == 'uniform0') {
    100      found = true;
    101      assertMsg(info.type == t.glType,
    102                "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
    103                wtu.glEnumToString(gl, info.type));
    104      assertMsg(info.size == t.size,
    105                "size must be " + t.size + ' was ' + info.size);
    106    }
    107  }
    108  if (!found) {
    109    testFailed("uniform 'uniform0' not found");
    110  }
    111 }
    112 
    113 var p1 = wtu.setupProgram(gl, [vs, 'fshaderA']);
    114 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A");
    115 var p2 = wtu.setupProgram(gl, [vs, 'fshaderB']);
    116 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B");
    117 var l1 = gl.getUniformLocation(p1, 'uniform0');
    118 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1");
    119 var l2 = gl.getUniformLocation(p2, 'uniform0');
    120 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2");
    121 
    122 gl.useProgram(p2);
    123 gl.uniform1f(l2, 1);
    124 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0");
    125 gl.uniform1f(l1, 2);
    126 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
    127                    "setting a uniform using a location from another program");
    128 
    129 var successfullyParsed = true;
    130 </script>
    131 <script src="../../js/js-test-post.js"></script>
    132 
    133 </body>
    134 </html>