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+<!--
+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>WebGL GLSL Conformance Tests</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 src="../../../js/glsl-conformance-test.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vertexShaderStructSequence" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_Position = uni.pos;
+}
+</script>
+<script id="fragmentShaderStructSequence" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 color;
+ vec4 pos;
+};
+
+uniform info uni;
+void main()
+{
+ gl_FragColor = uni.color;
+}
+</script>
+<script id="vertexShaderStructName" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_Position = uni.pos;
+}
+</script>
+<script id="fragmentShaderStructNameFailure" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info1 {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info1 uni;
+void main()
+{
+ gl_FragColor = uni.color;
+}
+</script>
+<script id="fragmentShaderStructNameSuccess" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+
+// Add a struct before info to make sure the struct info here is assigned
+// a different internal unique ID from the struct info in vertex shader.
+struct extra {
+ vec4 p;
+};
+
+struct info {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ extra my;
+ my.p = uni.color;
+ gl_FragColor = my.p;
+}
+</script>
+<script id="vertexShaderStructFieldName" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_Position = uni.pos;
+}
+</script>
+<script id="fragmentShaderStructFieldName" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 pos1;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_FragColor = uni.color;
+}
+</script>
+<script id="vertexShaderStructFieldType" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_Position = uni.pos;
+}
+</script>
+<script id="fragmentShaderStructFieldType" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec3 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_FragColor = uni.color;
+}
+</script>
+<script id="vertexShaderStructFieldPrecision" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+struct info {
+ mediump vec4 pos;
+ highp vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_Position = uni.pos;
+}
+</script>
+<script id="fragmentShaderStructFieldPrecision" type="text/something-not-javascript">
+// Structures must have the same name, sequence of type names, and
+// type definitions, and field names to be considered the same type.
+// GLSL 1.017 4.2.4
+precision mediump float;
+struct info {
+ vec4 pos;
+ vec4 color;
+};
+
+uniform info uni;
+void main()
+{
+ gl_FragColor = uni.color;
+}
+</script>
+<script id="vertexShaderUnnamedStruct" type="text/something-not-javascript">
+// ANGLE regression on Windows, crbug.com/401296
+uniform struct {
+ float f;
+ vec4 v;
+} u_struct;
+
+void main()
+{
+ gl_Position = u_struct.f * u_struct.v;
+}
+</script>
+<script id="fragmentShaderSimple" type="text/something-not-javascript">
+void main()
+{
+ gl_FragColor = vec4(1.0);
+}
+</script>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+
+var tests = [];
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderStructName"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderStructNameSuccess"),
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Structures with the same defination must be considered the same type.",
+});
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderStructName"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderStructNameFailure"),
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "Structures must have the same name to be considered the same type.",
+});
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderStructSequence"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderStructSequence"),
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "Structures must have the same sequence of type names to be considered the same type.",
+});
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderStructFieldName"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderStructFieldName"),
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "Structures must have the same field names to be considered the same type.",
+});
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderStructFieldType"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderStructFieldType"),
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "Structures must have the same type definitions to be considered the same type.",
+});
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderStructFieldPrecision"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderStructFieldPrecision"),
+ fShaderSuccess: true,
+ linkSuccess: false,
+ passMsg: "Structures must have the same type definitions (including precision) to be considered the same type.",
+});
+tests.push({
+ vShaderSource: wtu.getScript("vertexShaderUnnamedStruct"),
+ vShaderSuccess: true,
+ fShaderSource: wtu.getScript("fragmentShaderSimple"),
+ fShaderSuccess: true,
+ linkSuccess: true,
+ passMsg: "Shaders with uniforms of unnamed struct type should compile and link successfully.",
+});
+
+GLSLConformanceTester.runTests(tests);
+var successfullyParsed = true;
+</script>
+</body>
+</html>