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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 uniform default values</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>
+<script src="../../js/test-eval.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="example" width="2" height="2"> </canvas>
+<script id="vshader0" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+void main()
+{
+ gl_Position = vPosition;
+}
+</script>
+<script id="fshader0" type="x-shader/x-fragment">
+precision mediump float;
+uniform $(type) u_uniform;
+
+bool isZero($(type) value) {
+ $(check);
+}
+
+void main()
+{
+ gl_FragColor = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
+}
+</script>
+<script id="vshader1" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+varying vec4 v_color;
+uniform $(type) u_uniform;
+
+bool isZero($(type) value) {
+ $(check);
+}
+
+void main()
+{
+ gl_Position = vPosition;
+ v_color = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
+}
+</script>
+<script id="fshader1" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 v_color;
+void main()
+{
+ gl_FragColor = v_color;
+}
+</script>
+<script id="vshader2" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+void main()
+{
+ gl_Position = vPosition;
+}
+</script>
+<script id="fshader2" type="x-shader/x-fragment">
+precision mediump float;
+uniform $(type) u_uniform[2];
+
+bool isZero($(type) value) {
+ $(check);
+}
+
+void main()
+{
+ gl_FragColor = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
+}
+</script>
+<script id="vshader3" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+varying vec4 v_color;
+uniform $(type) u_uniform[2];
+
+bool isZero($(type) value) {
+ $(check);
+}
+
+void main()
+{
+ gl_Position = vPosition;
+ v_color = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
+}
+</script>
+<script id="fshader3" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 v_color;
+void main()
+{
+ gl_FragColor = v_color;
+}
+</script>
+<script>
+"use strict";
+description();
+
+var tests = [
+{ type: 'float',
+ check: "return value == 0.0",
+ setFn: function(gl, loc) { gl.uniform1f(loc, 3.0); }
+},
+{ type: 'int',
+ check: "return value == 0",
+ setFn: function(gl, loc) { gl.uniform1i(loc, 3.0); }
+},
+{ type: 'bool',
+ check: "return value == false",
+ setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
+},
+{ type: 'vec2',
+ check: "return value[0] == 0.0 && value[1] == 0.0",
+ setFn: function(gl, loc) { gl.uniform2f(loc, 3.0, 3.0); }
+},
+{ type: 'vec3',
+ check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0",
+ setFn: function(gl, loc) { gl.uniform3f(loc, 3.0, 3.0, 3.0); }
+},
+{ type: 'vec4',
+ check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && value[3] == 0.0",
+ setFn: function(gl, loc) { gl.uniform4f(loc, 3.0, 3.0, 3.0, 3.0); }
+},
+{ type: 'ivec2',
+ check: "return value[0] == 0 && value[1] == 0",
+ setFn: function(gl, loc) { gl.uniform2i(loc, 3, 3); }
+},
+{ type: 'ivec3',
+ check: "return value[0] == 0 && value[1] == 0 && value[2] == 0",
+ setFn: function(gl, loc) { gl.uniform3i(loc, 3, 3, 3); }
+},
+{ type: 'ivec4',
+ check: "return value[0] == 0 && value[1] == 0 && value[2] == 0 && value[3] == 0",
+ setFn: function(gl, loc) { gl.uniform4i(loc, 3, 3, 3, 3); }
+},
+{ type: 'bvec2',
+ check: "return value[0] == false && value[1] == false",
+ setFn: function(gl, loc) { gl.uniform2i(loc, 1, 1); }
+},
+{ type: 'bvec3',
+ check: "return value[0] == false && value[1] == false && value[2] == false",
+ setFn: function(gl, loc) { gl.uniform3i(loc, 1, 1, 1); }
+},
+{ type: 'bvec4',
+ check: "return value[0] == false && value[1] == false && value[2] == false && value[3] == false",
+ setFn: function(gl, loc) { gl.uniform4i(loc, 1, 1, 1, 1); }
+},
+{ type: 'mat2',
+ check:
+ "return " +
+ "value[0][0] == 0.0 && value[0][1] == 0.0 && " +
+ "value[1][0] == 0.0 && value[1][0] == 0.0",
+ valueCheck:
+ "return " +
+ "value[0] == 0.0 && value[1] == 0.0 && " +
+ "value[2] == 0.0 && value[3] == 0.0",
+ setFn: function(gl, loc) { gl.uniformMatrix2fv(loc, false, [1, 1, 1, 1]); }
+},
+{ type: 'mat3',
+ check:
+ "return " +
+ "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && " +
+ "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && " +
+ "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0",
+ valueCheck:
+ "return " +
+ "value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && " +
+ "value[3] == 0.0 && value[4] == 0.0 && value[5] == 0.0 && " +
+ "value[6] == 0.0 && value[7] == 0.0 && value[8] == 0.0",
+ setFn: function(gl, loc) { gl.uniformMatrix3fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1]); }
+},
+{ type: 'mat4',
+ check:
+ "return " +
+ "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && value[3][0] == 0.0 && " +
+ "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && value[3][1] == 0.0 && " +
+ "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0 && value[3][2] == 0.0 && " +
+ "value[0][3] == 0.0 && value[1][3] == 0.0 && value[2][3] == 0.0 && value[3][3] == 0.0",
+ valueCheck:
+ "return " +
+ "value[ 0] == 0.0 && value[ 1] == 0.0 && value[ 2] == 0.0 && value[ 3] == 0.0 && " +
+ "value[ 4] == 0.0 && value[ 5] == 0.0 && value[ 6] == 0.0 && value[ 7] == 0.0 && " +
+ "value[ 8] == 0.0 && value[ 9] == 0.0 && value[10] == 0.0 && value[11] == 0.0 && " +
+ "value[12] == 0.0 && value[13] == 0.0 && value[14] == 0.0 && value[15] == 0.0",
+ setFn: function(gl, loc) { gl.uniformMatrix4fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]); }
+},
+{ type: 'sampler2D',
+ check:
+ "vec4 v = texture2D(value, vec2(0, 0));" +
+ "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
+ valueCheck:
+ "return value == 0",
+ setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
+},
+{ type: 'samplerCube',
+ check:
+ "vec4 v = textureCube(value, vec3(0, 0, 0));" +
+ "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
+ valueCheck:
+ "return value == 0",
+ setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
+},
+];
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext();
+var c = document.getElementById("console");
+var checkFn;
+
+wtu.setupUnitQuad(gl, [0, 1]);
+
+// Set unit 0 to a non-0 texture.
+var haveVertexTextureImageUnits =
+ gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) >= 2;
+var tex2D = gl.createTexture();
+var texCube = gl.createTexture();
+gl.bindTexture(gl.TEXTURE_2D, tex2D);
+gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
+
+var pixel = new Uint8Array([255, 255, 255, 255]);
+var targets = [
+ gl.TEXTURE_2D,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
+];
+for (var ii = 0; ii < targets.length; ++ii) {
+ gl.texImage2D(
+ targets[ii], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
+}
+
+var shaderTemplates = [
+{ vs: "vshader0", fs: "fshader0", type: 'f' },
+{ vs: "vshader1", fs: "fshader1", type: 'v' },
+{ vs: "vshader2", fs: "fshader2", type: 'f' },
+{ vs: "vshader3", fs: "fshader3", type: 'v' },
+];
+
+// Get shader templates
+for (var ii = 0; ii < shaderTemplates.length; ++ii) {
+ var template = shaderTemplates[ii];
+ template.vs = wtu.getScript(template.vs);
+ template.fs = wtu.getScript(template.fs);
+}
+
+function testType(test) {
+ debug("");
+ debug("testing: " + test.type);
+
+ for (var ii = 0; ii < shaderTemplates.length; ++ii) {
+ var template = shaderTemplates[ii];
+
+ if (test.type.substring(0, 7) == "sampler" &&
+ template.type == 'v' &&
+ !haveVertexTextureImageUnits) {
+ continue;
+ }
+
+ var vs = wtu.replaceParams(template.vs, test);
+ var fs = wtu.replaceParams(template.fs, test);
+
+ wtu.addShaderSource(c, "vertex shader", vs);
+ wtu.addShaderSource(c, "fragment shader", fs);
+
+ var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER);
+ var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER);
+ var program = wtu.createProgram(gl, vs, fs);
+
+ gl.useProgram(program);
+
+ var loc = gl.getUniformLocation(program, "u_uniform[1]");
+ if (!loc) {
+ var loc = gl.getUniformLocation(program, "u_uniform");
+ }
+
+ var value = gl.getUniform(program, loc);
+ TestEval("checkFn = function(value) {" + (test.valueCheck ? test.valueCheck : test.check) + ";}");
+ if (checkFn(value)) {
+ testPassed("uniform is zero");
+ } else {
+ testFailed("uniform is not zero");
+ }
+
+ debug("default value should be zero");
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
+
+ debug("test test by setting value");
+ test.setFn(gl, loc);
+
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red", 0);
+
+ debug("re-linking should reset to defaults");
+ gl.linkProgram(program);
+
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
+
+ gl.deleteProgram(program);
+ gl.deleteShader(vs);
+ gl.deleteShader(fs);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
+ }
+}
+
+var testNdx = 0;
+function runNextTest() {
+ testType(tests[testNdx++]);
+ if (testNdx >= tests.length) {
+ finishTest();
+ } else {
+ setTimeout(runNextTest, 0);
+ }
+}
+
+runNextTest();
+
+var successfullyParsed = true;
+
+</script>
+</body>
+</html>