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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-array-of-structs-uniform.html | 145 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-array-of-structs-uniform.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-array-of-structs-uniform.html new file mode 100644 index 0000000000..87560e3e70 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/shader-with-array-of-structs-uniform.html @@ -0,0 +1,145 @@ + +<!-- +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 Array of Structs Uniform</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="fshader0" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + vec4 color; +}; +uniform my_struct u_colors[2]; +void main(void) { + gl_FragColor = u_colors[0].color; +} +</script> +<script id="fshader1" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + vec4 color; +}; +uniform my_struct u_colors[2]; +void main(void) { + gl_FragColor = u_colors[1].color; +} +</script> +<script id="fshader2" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + vec4 color1; + vec4 color2; +}; +uniform my_struct u_colors[2]; +void main(void) { + gl_FragColor = u_colors[0].color1 + u_colors[0].color2 + u_colors[1].color1 +u_colors[1].color2; +} +</script> +<script id="fshader3" type="x-shader/x-fragment"> +precision mediump float; +struct my_struct { + float r; + float g; + float b; + float a; +}; +uniform my_struct u_colors[2]; +void main(void) { + gl_FragColor = vec4(u_colors[0].r, u_colors[0].g, u_colors[1].b, u_colors[1].a); +} +</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 < 2; ++ii) { + var program = wtu.setupProgram(gl, ["vshader", "fshader" + ii], ["a_position"]); + var red_loc = gl.getUniformLocation(program, "u_colors[" + ii + "].color"); + var green_loc = gl.getUniformLocation(program, "u_colors[" + (1 - ii) + "].color"); + gl.uniform4fv(red_loc, [1, 0, 0, 1]); + gl.uniform4fv(green_loc, [0, 1, 0, 1]); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red"); +} + +var program = wtu.setupProgram(gl, ["vshader", "fshader2"], ["a_position"]); +var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); +shouldBe("numUniforms", "4"); +var uniforms = [] +for (var ii = 0; ii < numUniforms; ++ii) { + uniforms.push(gl.getActiveUniform(program, ii).name); +} +uniforms.sort(); +shouldBe("uniforms[0]", '"u_colors[0].color1"'); +shouldBe("uniforms[1]", '"u_colors[0].color2"'); +shouldBe("uniforms[2]", '"u_colors[1].color1"'); +shouldBe("uniforms[3]", '"u_colors[1].color2"'); +var loc00 = gl.getUniformLocation(program, "u_colors[0].color1"); +var loc01 = gl.getUniformLocation(program, "u_colors[0].color2"); +var loc10 = gl.getUniformLocation(program, "u_colors[1].color1"); +var loc11 = gl.getUniformLocation(program, "u_colors[1].color2"); +shouldBeTrue("loc00 != undefined"); +shouldBeTrue("loc01 != undefined"); +shouldBeTrue("loc10 != undefined"); +shouldBeTrue("loc11 != undefined"); +gl.uniform4fv(loc00, [1, 0, 0, 0]); +gl.uniform4fv(loc01, [0, 1, 0, 0]); +gl.uniform4fv(loc10, [0, 0, 1, 0]); +gl.uniform4fv(loc11, [0, 0, 0, 1]); +wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]); +wtu.checkCanvas(gl, [255, 255, 255, 255], "Should be white"); + +program = wtu.setupProgram(gl, ["vshader", "fshader3"], ["a_position"]); +var loc0r = gl.getUniformLocation(program, "u_colors[0].r"); +var loc0g = gl.getUniformLocation(program, "u_colors[0].g"); +var loc0b = gl.getUniformLocation(program, "u_colors[0].b"); +var loc0a = gl.getUniformLocation(program, "u_colors[0].a"); +var loc1r = gl.getUniformLocation(program, "u_colors[1].r"); +var loc1g = gl.getUniformLocation(program, "u_colors[1].g"); +var loc1b = gl.getUniformLocation(program, "u_colors[1].b"); +var loc1a = gl.getUniformLocation(program, "u_colors[1].a"); +shouldBeTrue("loc0r != undefined"); +shouldBeTrue("loc0g != undefined"); +shouldBeTrue("loc1b != undefined"); +shouldBeTrue("loc1a != undefined"); +gl.uniform1f(loc0r, 1); +gl.uniform1f(loc0g, 1); +gl.uniform1f(loc1b, 1); +gl.uniform1f(loc1a, 1); +wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 0]); +wtu.checkCanvas(gl, [255, 255, 255, 255], "Should be white"); + +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> + |