summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/uniformOutOfBounds.html
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/uniformOutOfBounds.html196
1 files changed, 196 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/uniformOutOfBounds.html b/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/uniformOutOfBounds.html
new file mode 100644
index 0000000000..c53347e604
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/more/glsl/uniformOutOfBounds.html
@@ -0,0 +1,196 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<!--
+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.
+-->
+<link rel="stylesheet" type="text/css" href="../unit.css" />
+<script type="application/javascript" src="../unit.js"></script>
+<script type="application/javascript" src="../util.js"></script>
+<script type="application/javascript">
+
+Tests.startUnit = function () {
+ var canvas = document.getElementById('gl');
+ var gl = getGLContext(canvas);
+ return [gl];
+}
+
+var arr = ['cr', 'cw', 'vr', 'vw', 'tvw'];
+arr.forEach(function(e){
+ Tests['test'+e+'vert'] = function(gl) {
+ var sh = new Filter(gl, e+'vert', 'frag');
+ assertFail(function(){sh.apply(function(f){
+ f.uniform3fv('x', [0.0, 1.0, 2.0]);
+ throwError(e+"vert");
+ });});
+ sh.destroy();
+ }
+ Tests['test'+e+'frag'] = function(gl) {
+ var sh = new Filter(gl, 'vert', e+'frag');
+ assertFail(function(){sh.apply(function(f){
+ f.uniform3fv('x', [0.0, 1.0, 2.0]);
+ throwError(e+"frag");
+ });});
+ sh.destroy();
+ }
+});
+
+</script>
+<script id="crvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex; attribute vec2 Tex;
+ uniform float x[3];
+ void main()
+ {
+ gl_Position = vec4(Vertex.st, Tex.s, x[4]);
+ }
+</script>
+<script id="cwvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex; attribute vec2 Tex;
+ uniform float x[3];
+ void main()
+ {
+ x[4] = Vertex.z;
+ gl_Position = vec4(Vertex.st, Tex.s, x[4]);
+ }
+</script>
+<script id="vrvert" type="x-shader/x-vertex">
+
+
+ uniform float x[3];
+ attribute vec3 Vertex; attribute vec2 Tex;
+ void main()
+ {
+ float idx = 40.0 * max(1.0, Vertex.x*20.0);
+ gl_Position = vec4(Vertex, x[2] + Tex.s + x[int(idx)]);
+ }
+</script>
+<script id="vwvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex; attribute vec2 Tex;
+ uniform float x[3];
+ void main()
+ {
+ int idx = 4 * int(max(1.0, Vertex.x*20.0));
+ x[idx] = Vertex.z;
+ gl_Position = vec4(Vertex.st, Tex.s, x[idx]);
+ }
+</script>
+<script id="tvwvert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex; attribute vec2 Tex;
+ uniform float x[3];
+ void main()
+ {
+ int idx = 4 * int(max(1.0, Vertex.x*20.0));
+ x[2] = Vertex[idx];
+ gl_Position = vec4(Vertex.st, Tex.s, x[2]);
+ }
+</script>
+<script id="vert" type="x-shader/x-vertex">
+
+
+ attribute vec3 Vertex; attribute vec2 Tex;
+ varying vec2 TexCoord;
+ void main()
+ {
+ TexCoord = Vertex.st;
+ gl_Position = vec4(Vertex, Tex.s);
+ }
+</script>
+
+<script id="crfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ uniform float x[3];
+
+ varying vec2 TexCoord;
+ void main()
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, x[4]);
+ }
+</script>
+<script id="cwfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ uniform float x[3];
+
+ varying vec2 TexCoord;
+ void main()
+ {
+ x[4] = 6.0;
+ gl_FragColor = vec4(1.0, 0.0, 0.0, x[4]);
+ }
+</script>
+<script id="vrfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ uniform float x[3];
+
+ varying vec2 TexCoord;
+ void main()
+ {
+ int idx = 4 * int(max(1.0, TexCoord.s*20.0));
+ gl_FragColor = vec4(1.0, 0.0, 0.0, x[idx]);
+ }
+</script>
+<script id="vwfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ uniform float x[3];
+
+ varying vec2 TexCoord;
+ void main()
+ {
+ int idx = 4 * int(max(1.0, TexCoord.s*20.0));
+ x[idx] = 6.0;
+ gl_FragColor = vec4(1.0, 0.0, 0.0, x[idx]);
+ }
+</script>
+<script id="tvwfrag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ uniform float x[3];
+
+ varying vec2 TexCoord;
+ void main()
+ {
+ int idx = 4 * int(max(1.0, TexCoord.s*20.0));
+ x[2] = TexCoord[idx];
+ gl_FragColor = vec4(1.0, 0.0, 0.0, x[2]);
+ }
+</script>
+<script id="frag" type="x-shader/x-fragment">
+
+
+ precision mediump float;
+
+ void main()
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+</script>
+
+
+<style>canvas{ position:absolute; }</style>
+</head><body>
+ <canvas id="gl" width="1" height="1"></canvas>
+</body></html>