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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 getActiveUniform conformance test.</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="16" height="16"></canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
void main()
{
    gl_Position = vec4(0, 0, 0, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform $type uniform0;
void main()
{
    gl_FragColor = vec4(0,$access,0,1);
}
</script>
<script id="fshaderA" type="x-shader/x-fragment">
precision mediump float;
uniform float uniform0;
void main()
{
    gl_FragColor = vec4(0,uniform0,0,1);
}
</script>
<script id="fshaderB" type="x-shader/x-fragment">
precision mediump float;
uniform float uniform0;
uniform float uniform1;
void main()
{
    gl_FragColor = vec4(0,uniform0,uniform1,1);
}
</script>
<script>
"use strict";
description("Tests getActiveUniform for various types");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");

var tests = [
  { glType: gl.FLOAT,        size: 1, type: 'float',       access: 'uniform0'},
  { glType: gl.FLOAT_VEC2,   size: 1, type: 'vec2',        access: 'uniform0[1]'},
  { glType: gl.FLOAT_VEC3,   size: 1, type: 'vec3',        access: 'uniform0[2]'},
  { glType: gl.FLOAT_VEC4,   size: 1, type: 'vec4',        access: 'uniform0[3]'},
  { glType: gl.FLOAT_MAT2,   size: 1, type: 'mat2',        access: 'uniform0[1][1]'},
  { glType: gl.FLOAT_MAT3,   size: 1, type: 'mat3',        access: 'uniform0[2][2]'},
  { glType: gl.FLOAT_MAT3,   size: 1, type: 'mat3',        access: 'uniform0[2][2]'},
  { glType: gl.FLOAT_MAT4,   size: 1, type: 'mat4',        access: 'uniform0[3][3]'},
  { glType: gl.INT,          size: 1, type: 'int',         access: 'float(uniform0)'},
  { glType: gl.INT_VEC2,     size: 1, type: 'ivec2',       access: 'float(uniform0[1])'},
  { glType: gl.INT_VEC3,     size: 1, type: 'ivec3',       access: 'float(uniform0[2])'},
  { glType: gl.INT_VEC4,     size: 1, type: 'ivec4',       access: 'float(uniform0[3])'},
  { glType: gl.BOOL,         size: 1, type: 'bool',        access: 'float(uniform0)'},
  { glType: gl.BOOL_VEC2,    size: 1, type: 'bvec2',       access: 'float(uniform0[1])'},
  { glType: gl.BOOL_VEC3,    size: 1, type: 'bvec3',       access: 'float(uniform0[2])'},
  { glType: gl.BOOL_VEC4,    size: 1, type: 'bvec4',       access: 'float(uniform0[3])'},
  { glType: gl.SAMPLER_2D,   size: 1, type: 'sampler2D',   access: 'texture2D(uniform0, vec2(0,0)).x'},
  { glType: gl.SAMPLER_CUBE, size: 1, type: 'samplerCube', access: 'textureCube(uniform0, vec3(0,1,0)).x'}
];

var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER);
var source = document.getElementById('fshader').text;

function createProgram(type, access) {
  var fs = wtu.loadShader(
      gl,
      source.replace('$type', type).replace('$access', access),
      gl.FRAGMENT_SHADER);
  var program = wtu.setupProgram(gl, [vs, fs]);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
  return program;
}

for (var tt = 0; tt < tests.length; ++tt) {
  var t = tests[tt];
  var program = createProgram(t.type, t.access);
  var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  var found = false;
  for (var ii = 0; ii < numUniforms; ++ii) {
    var info = gl.getActiveUniform(program, ii);
    if (info.name == 'uniform0') {
      found = true;
      assertMsg(info.type == t.glType,
                "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
                wtu.glEnumToString(gl, info.type));
      assertMsg(info.size == t.size,
                "size must be " + t.size + ' was ' + info.size);
    }
  }
  if (!found) {
    testFailed("uniform 'uniform0' not found");
  }
}

var p1 = wtu.setupProgram(gl, [vs, 'fshaderA']);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program A");
var p2 = wtu.setupProgram(gl, [vs, 'fshaderB']);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors from program B");
var l1 = gl.getUniformLocation(p1, 'uniform0');
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p1");
var l2 = gl.getUniformLocation(p2, 'uniform0');
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors getting location of uniform0 p2");

gl.useProgram(p2);
gl.uniform1f(l2, 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors setting uniform 0");
gl.uniform1f(l1, 2);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
                    "setting a uniform using a location from another program");

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>