gl-uniform-unused-array-elements-get-truncated.html (3186B)
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 uniform unused array elements get truncated 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 <div id="description"></div> 18 <div id="console"></div> 19 <canvas id="example" width="2" height="2"> </canvas> 20 <script id="vshader" type="x-shader/x-vertex"> 21 attribute vec4 a_position; 22 void main() 23 { 24 gl_Position = a_position; 25 } 26 </script> 27 <script id="fshader-max" type="x-shader/x-fragment"> 28 precision mediump float; 29 uniform vec4 colora[$(numUniformVectors)]; 30 void main() 31 { 32 gl_FragColor = vec4(colora[$(usedUniformVector)]); 33 } 34 </script> 35 <script> 36 "use strict"; 37 description(); 38 debug(""); 39 var wtu = WebGLTestUtils; 40 var gl = wtu.create3DContext("example"); 41 var vSrc = wtu.getScript("vshader"); 42 var uniforms; 43 // This test is to test drivers the have bugs related to optimizing 44 // an array of uniforms when only 1 of those uniforms is used. 45 debug(""); 46 var maxUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); 47 var tests = [ 48 { desc: "using 5th element", 49 maxUniformVectors: maxUniformVectors, 50 numUniformVectors: maxUniformVectors * 2, 51 usedUniformVector: 5, 52 shader: "fshader-max", 53 color: [0, 1, 0, 1], 54 arrayName: "colora", 55 }, 56 ]; 57 58 // According to the spec unused array elements must be truncated. 59 var requiredUniformLocationsExist; 60 function testUniformIssues(testIndex) { 61 var test = tests[testIndex]; 62 debug(""); 63 debug(test.desc); 64 var fSrc = test.source; 65 if (!fSrc) { 66 fSrc = wtu.replaceParams(wtu.getScript(test.shader), test); 67 } 68 69 var consoleElem = document.getElementById("console"); 70 wtu.addShaderSource( 71 consoleElem, "vertex shader", vSrc); 72 wtu.addShaderSource( 73 consoleElem, "fragment shader", fSrc); 74 75 var program = wtu.loadProgram(gl, vSrc, fSrc); 76 gl.useProgram(program); 77 uniforms = wtu.getUniformMap(gl, program); 78 shouldBe('uniforms["' + test.arrayName + '[0]"].size', (test.usedUniformVector + 1).toString()); 79 80 requiredUniformLocationsExist = true; 81 for (var ii = 0; ii <= test.usedUniformVector + 1; ++ii) { 82 var name = test.arrayName + "[" + ii + "]"; 83 var colorLocation = gl.getUniformLocation(program, name); 84 if (ii <= test.usedUniformVector) { 85 if (!colorLocation) { 86 requiredUniformLocationsExist = false 87 } 88 } else { 89 if (colorLocation) { 90 testFailed("uniform array was not truncated as specified in OpenGL ES 2.0.25 section 2.10.4"); 91 } 92 } 93 } 94 shouldBeTrue("requiredUniformLocationsExist"); 95 } 96 97 var testIndex = 0; 98 function runNextTest() { 99 testUniformIssues(testIndex++); 100 if (testIndex < tests.length) { 101 setTimeout(runNextTest, 0); 102 } else { 103 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); 104 debug(""); 105 finishTest(); 106 } 107 } 108 runNextTest(); 109 110 var successfullyParsed = true; 111 112 </script> 113 </body> 114 </html>