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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/conformance2/programs/sampler-uniforms.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/conformance2/programs/sampler-uniforms.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/programs/sampler-uniforms.html | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/programs/sampler-uniforms.html b/dom/canvas/test/webgl-conf/checkout/conformance2/programs/sampler-uniforms.html new file mode 100644 index 0000000000..4df60d3ee3 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/programs/sampler-uniforms.html @@ -0,0 +1,111 @@ +<!-- +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>WebGL2 getActiveUniform conformance test.</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"> </script> +</head> +<body> +<canvas id="example" width="16" height="16"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +void main() +{ + gl_Position = vec4(0, 0, 0, 1); +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform mediump $type uniform0; +out vec4 myFragColor; +void main() +{ + myFragColor = vec4(0,$access,0,1); +} +</script> +<script> +"use strict"; +description("Tests getActiveUniform for various types"); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example", undefined, 2); + +var tests = [ + { glType: gl.SAMPLER_2D, size: 1, type: 'sampler2D', access: 'texture(uniform0, vec2(0,0)).x'}, + { glType: gl.SAMPLER_CUBE, size: 1, type: 'samplerCube', access: 'texture(uniform0, vec3(0,1,0)).x'}, + { glType: gl.SAMPLER_3D, size: 1, type: 'sampler3D', access: 'texture(uniform0, vec3(0,1,0)).x'}, + { glType: gl.SAMPLER_2D_ARRAY, size: 1, type: 'sampler2DArray', access: 'texture(uniform0, vec3(0,1,0)).x'}, + + { glType: gl.SAMPLER_2D_SHADOW, size: 1, type: 'sampler2DShadow', access: 'texture(uniform0, vec3(0,1,0))'}, + { glType: gl.SAMPLER_CUBE_SHADOW, size: 1, type: 'samplerCubeShadow', access: 'texture(uniform0, vec4(0,1,0,0))'}, + { glType: gl.SAMPLER_2D_ARRAY_SHADOW, size: 1, type: 'sampler2DArrayShadow', access: 'texture(uniform0, vec4(0,1,0,0))'}, + + { glType: gl.INT_SAMPLER_2D, size: 1, type: 'isampler2D', access: 'texture(uniform0, vec2(0,0)).x'}, + { glType: gl.INT_SAMPLER_CUBE, size: 1, type: 'isamplerCube', access: 'texture(uniform0, vec3(0,1,0)).x'}, + { glType: gl.INT_SAMPLER_3D, size: 1, type: 'isampler3D', access: 'texture(uniform0, vec3(0,1,0)).x'}, + { glType: gl.INT_SAMPLER_2D_ARRAY, size: 1, type: 'isampler2DArray', access: 'texture(uniform0, vec3(0,1,0)).x'}, + + { glType: gl.UNSIGNED_INT_SAMPLER_2D, size: 1, type: 'usampler2D', access: 'texture(uniform0, vec2(0,0)).x'}, + { glType: gl.UNSIGNED_INT_SAMPLER_CUBE, size: 1, type: 'usamplerCube', access: 'texture(uniform0, vec3(0,1,0)).x'}, + { glType: gl.UNSIGNED_INT_SAMPLER_3D, size: 1, type: 'usampler3D', access: 'texture(uniform0, vec3(0,1,0)).x'}, + { glType: gl.UNSIGNED_INT_SAMPLER_2D_ARRAY, size: 1, type: 'usampler2DArray', access: 'texture(uniform0, vec3(0,1,0)).x'}, +]; + +var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER); +var source = document.getElementById('fshader').text; + +function createProgram(type, access) { + var fs = wtu.loadShader( + gl, + source.replace('$type', type).replace('$access', access), + gl.FRAGMENT_SHADER); + var program = wtu.setupProgram(gl, [vs, fs]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup"); + return program; +} + +for (var tt = 0; tt < tests.length; ++tt) { + var t = tests[tt]; + debug(""); + debug("Testing uniform sampler type : " + t.type); + var program = createProgram(t.type, t.access); + var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + assertMsg(numUniforms >= 1, "at least 1 sampler uniform"); + var found = false; + for (var ii = 0; ii < numUniforms; ++ii) { + var info = gl.getActiveUniform(program, ii); + if (info.name == 'uniform0') { + found = true; + assertMsg(info.type == t.glType, + "type must be " + wtu.glEnumToString(gl, t.glType) + " was " + + wtu.glEnumToString(gl, info.type)); + assertMsg(info.size == t.size, + "size must be " + t.size + ' was ' + info.size); + } + } + assertMsg(found, "uniform 'uniform0' should exist"); + var loc = gl.getUniformLocation(program, 'uniform0'); + assertMsg(loc != null, "getUniformLocation must return non null"); + gl.uniform1i(loc, tt + 1); + var val = gl.getUniform(program, loc); + assertMsg(val == tt + 1, "getUniform must return set value"); +} + +debug(""); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors running the tests"); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |