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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html227
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html
new file mode 100644
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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/glsl-long-variable-names.html
@@ -0,0 +1,227 @@
+<!--
+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 long variable name mapping tests</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="50" height="50">
+There is supposed to be an example drawing here, but it's not important.
+</canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader_shared_uniform" type="x-shader/x-vertex">
+attribute vec3 vPosition;
+uniform mediump float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
+void main()
+{
+ gl_Position = vec4(vPosition, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890);
+}
+</script>
+
+<script id="fshader_shared_uniform" type="x-shader/x-fragment">
+precision mediump float;
+uniform float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
+void main()
+{
+ gl_FragColor = vec4(1.0, 0.0, value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 1.0);
+}
+</script>
+
+<script id="vshader_uniform_array" type="x-shader/x-vertex">
+attribute vec3 vPosition;
+void main()
+{
+ gl_Position = vec4(vPosition, 1.0);
+}
+</script>
+
+<script id="fshader_uniform_array" type="x-shader/x-fragment">
+precision mediump float;
+uniform float color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[2];
+void main()
+{
+ gl_FragColor = vec4(color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0], color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1], 1.0, 1.0);
+}
+</script>
+
+<script id="vshader_varying" type="x-shader/x-vertex">
+attribute vec3 vPosition;
+varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
+void main()
+{
+ value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 = 1.0;
+ gl_Position = vec4(vPosition, 1.0);
+}
+</script>
+
+<script id="fshader_varying" type="x-shader/x-fragment">
+precision mediump float;
+varying float value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890;
+void main()
+{
+ gl_FragColor = vec4(value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890, 0.0, 1.0, 1.0);
+}
+</script>
+
+<script id="vshader_local" type="x-shader/x-vertex">
+attribute vec3 vPosition;
+void main()
+{
+ for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
+ {
+ gl_Position = vec4(vPosition, 1.0);
+ }
+}
+</script>
+
+<script id="fshader_local" type="x-shader/x-fragment">
+precision mediump float;
+void main()
+{
+ for (int i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 = 0; i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234 < 1; ++i012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234)
+ {
+ gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
+ }
+}
+</script>
+
+<script id="vshader_attrib" type="x-shader/x-vertex">
+attribute vec3 vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456;
+void main()
+{
+ gl_Position = vec4(vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456, 1.0);
+}
+</script>
+
+<script id="fshader_attrib" type="x-shader/x-fragment">
+precision mediump float;
+void main()
+{
+ gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
+}
+</script>
+
+<script>
+"use strict";
+description("Verify that shader long variable names works fine if they are within 256 characters.");
+
+debug("Test same long uniform name in both vertex shader and fragment shader");
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("example");
+var program = wtu.setupProgram(gl, ["vshader_shared_uniform", "fshader_shared_uniform"], ["vPosition"]);
+shouldBeNonNull("gl");
+shouldBe("gl.getError()", "gl.NO_ERROR");
+var prog = gl.getParameter(gl.CURRENT_PROGRAM);
+shouldBeNonNull("prog");
+var valueLoc = gl.getUniformLocation(prog, "value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890");
+shouldBeNonNull("valueLoc");
+shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
+var activeUniform = gl.getActiveUniform(prog, 0);
+shouldBeNonNull("activeUniform");
+shouldBe("activeUniform.type", "gl.FLOAT");
+shouldBe("activeUniform.size", "1");
+shouldBe("activeUniform.name", "'value01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890'");
+gl.uniform1f(valueLoc, 1.0);
+drawAndCheckPixels(gl);
+shouldBe("gl.getError()", "gl.NO_ERROR");
+debug("");
+
+debug("Test long uniform array name");
+var gl = wtu.create3DContext("example");
+var program = wtu.setupProgram(gl, ["vshader_uniform_array", "fshader_uniform_array"], ["vPosition"]);
+shouldBeNonNull("gl");
+shouldBe("gl.getError()", "gl.NO_ERROR");
+var prog = gl.getParameter(gl.CURRENT_PROGRAM);
+shouldBeNonNull("prog");
+var redLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]");
+shouldBeNonNull("redLoc");
+var greenLoc = gl.getUniformLocation(prog, "color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[1]");
+shouldBeNonNull("greenLoc");
+shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS)", "1");
+var activeUniform = gl.getActiveUniform(prog, 0);
+shouldBeNonNull("activeUniform");
+shouldBe("activeUniform.type", "gl.FLOAT");
+shouldBe("activeUniform.size", "2");
+shouldBe("activeUniform.name", "'color01234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567[0]'");
+gl.uniform1f(redLoc, 1.0);
+gl.uniform1f(greenLoc, 0.0);
+drawAndCheckPixels(gl);
+shouldBe("gl.getError()", "gl.NO_ERROR");
+debug("");
+
+debug("Test long varying name");
+var gl = wtu.create3DContext("example");
+var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]);
+shouldBeNonNull("gl");
+shouldBe("gl.getError()", "gl.NO_ERROR");
+var prog = gl.getParameter(gl.CURRENT_PROGRAM);
+shouldBeNonNull("prog");
+drawAndCheckPixels(gl);
+shouldBe("gl.getError()", "gl.NO_ERROR");
+debug("");
+
+debug("Test long local variable name");
+var gl = wtu.create3DContext("example");
+var program = wtu.setupProgram(gl, ["vshader_varying", "fshader_varying"], ["vPosition"]);
+shouldBeNonNull("gl");
+shouldBe("gl.getError()", "gl.NO_ERROR");
+var prog = gl.getParameter(gl.CURRENT_PROGRAM);
+shouldBeNonNull("prog");
+drawAndCheckPixels(gl);
+shouldBe("gl.getError()", "gl.NO_ERROR");
+debug("");
+
+debug("Test long attribute name");
+var gl = wtu.create3DContext("example");
+var program = wtu.setupProgram(gl, ["vshader_attrib", "fshader_attrib"], ["vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456"]);
+shouldBeNonNull("gl");
+shouldBe("gl.getError()", "gl.NO_ERROR");
+var prog = gl.getParameter(gl.CURRENT_PROGRAM);
+shouldBeNonNull("prog");
+shouldBe("gl.getProgramParameter(prog, gl.ACTIVE_ATTRIBUTES)", "1");
+var activeAttrib = gl.getActiveAttrib(prog, 0);
+shouldBeNonNull("activeAttrib");
+shouldBe("activeAttrib.size", "1");
+shouldBe("activeAttrib.type", "gl.FLOAT_VEC3");
+shouldBe("activeAttrib.name", "'vPosition0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456'");
+drawAndCheckPixels(gl);
+shouldBe("gl.getError()", "gl.NO_ERROR");
+debug("");
+
+function drawAndCheckPixels(gl)
+{
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ // Test several locations
+ // First line should be all black
+ wtu.checkCanvasRect(gl, 0, 0, 50, 1, [0, 0, 0, 0]);
+
+ // Line 15 should be magenta for at least 10 pixels starting 20 pixels in
+ wtu.checkCanvasRect(gl, 20, 15, 10, 1, [255, 0, 255, 255]);
+
+ // Last line should be all black
+ wtu.checkCanvasRect(gl, 0, 49, 50, 1, [0, 0, 0, 0]);
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+</body>
+</html>