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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-similar-uniform-array-names.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-similar-uniform-array-names.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-similar-uniform-array-names.html | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-similar-uniform-array-names.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-similar-uniform-array-names.html new file mode 100644 index 0000000000..e96ab4055c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-similar-uniform-array-names.html @@ -0,0 +1,109 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>GLSL similar names issue</title> +<link rel="stylesheet" href="../../../resources/js-test-style.css"/> +<link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/> +<script src="../../../js/js-test-pre.js"></script> +<script src="../../../js/webgl-test-utils.js"> </script> + +<script id="vshader" type="x-shader/x-vertex"> +attribute vec4 a_position; +void main(void) { + gl_Position = a_position; +} +</script> +<script id="fshader1" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 u_nameCollision[2]; +uniform vec4 u_nameCollision2[2]; +uniform vec4 u_name[2]; +void main(void) { + gl_FragColor = u_nameCollision[0] + u_nameCollision2[0] + u_name[0]; +} +</script> +<script id="fshader2" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 u_nameCollision2[2]; +uniform vec4 u_nameCollision[2]; +uniform vec4 u_name[2]; +void main(void) { + gl_FragColor = u_nameCollision2[0] + u_nameCollision[0] + u_name[0]; +} +</script> +<script id="fshader3" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 u_nameCollision[2]; +uniform vec4 u_name[2]; +uniform vec4 u_nameCollision2[2]; +void main(void) { + gl_FragColor = u_nameCollision[0] + u_name[0] + u_nameCollision2[0]; +} +</script> +<script id="fshader4" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 u_nameCollision2[2]; +uniform vec4 u_name[2]; +uniform vec4 u_nameCollision[2]; +void main(void) { + gl_FragColor = u_nameCollision2[0] + u_name[0] + u_nameCollision[0]; +} +</script> +<script id="fshader5" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 u_name[2]; +uniform vec4 u_nameCollision[2]; +uniform vec4 u_nameCollision2[2]; +void main(void) { + gl_FragColor = u_name[0] + u_nameCollision[0] + u_nameCollision2[0]; +} +</script> +<script id="fshader6" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 u_name[2]; +uniform vec4 u_nameCollision2[2]; +uniform vec4 u_nameCollision[2]; +void main(void) { + gl_FragColor = u_name[0] + u_nameCollision2[0] + u_nameCollision[0]; +} +</script> +</head> +<body> +<canvas id="canvas" width="50" height="50"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description(); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("canvas"); +wtu.setupUnitQuad(gl); + +for (var ii = 0; ii < 6; ++ii) { + var program = wtu.setupProgram(gl, ["vshader", "fshader" + (ii + 1)], ["a_position"]); + var loc1 = gl.getUniformLocation(program, "u_name[0]"); + var loc2 = gl.getUniformLocation(program, "u_nameCollision[0]"); + var loc3 = gl.getUniformLocation(program, "u_nameCollision2[0]"); + gl.uniform4fv(loc1, [1, 0, 0, 0]); + gl.uniform4fv(loc2, [0, 1, 0, 0]); + gl.uniform4fv(loc3, [0, 0, 0, 1]); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 255, 0, 255], "Should be yellow"); +} + +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> +</body> +</html> + |