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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="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
</script>
<script id="vshader-max" type="x-shader/x-vertex">
attribute vec4 a_position;
uniform vec4 u_color[$(maxUniformVectors)];
void main()
{
vec4 v = vec4(0, 0, 0, 0);
for (int i = 0; i < $(maxUniformVectors); ++i) {
v = v + vec4(u_color[i]);
}
gl_Position = a_position + v;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshader-max" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color[$(maxUniformVectors)];
void main()
{
vec4 v = vec4(0, 0, 0, 0);
for (int i = 0; i < $(maxUniformVectors); ++i) {
v = v + vec4(u_color[i]);
}
gl_FragColor = v;
}
</script>
<script>
"use strict";
description("checks shader with too many uniforms fails");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var maxFragmentUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
var maxVertexUniformVectors = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
// Up to 2 uniform vector registers may be spent for literal constants in
// vshader-max or fshader-max code. One vector row is used for the vec4, and
// another may be used for integer constants that are allowed to be treated
// internally as floats and are packable to the space of one row. This is
// according to the GLSL ES variable packing algorithm detailed in Section 7 of
// Appendix A of the GLSL ES Specification 10.0.17.
var maxVectorStorageUsedForLiterals = 2;
var tests = [
{ desc: "using all uniforms in vertex shader should succeed",
maxUniformVectors: maxVertexUniformVectors - maxVectorStorageUsedForLiterals,
vShader: "vshader-max",
fShader: "fshader",
success: true,
},
{ desc: "using too many uniforms in vertex shader should fail",
maxUniformVectors: maxVertexUniformVectors + 1,
vShader: "vshader-max",
fShader: "fshader",
color: [0, 1, 0, 1],
success: false,
},
{ desc: "using all uniforms in fragment shader should succeed",
maxUniformVectors: maxFragmentUniformVectors - maxVectorStorageUsedForLiterals,
vShader: "vshader",
fShader: "fshader-max",
success: true,
},
{ desc: "using too many uniforms in fragment shader should fail",
maxUniformVectors: maxFragmentUniformVectors + 1,
vShader: "vshader",
fShader: "fshader-max",
color: [0, 1, 0, 1],
success: false,
},
];
var glslTests = [];
for (var ii = 0; ii < tests.length; ++ii) {
var test = tests[ii];
var vSrc = wtu.replaceParams(wtu.getScript(test.vShader), test);
var fSrc = wtu.replaceParams(wtu.getScript(test.fShader), test);
glslTests.push({
vShaderSource: vSrc,
fShaderSource: fSrc,
linkSuccess: test.success,
passMsg: 'shader ' + test.desc,
});
}
GLSLConformanceTester.runTests(glslTests);
var successfullyParsed = true;
</script>
</body>
</html>