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<!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 = wrapGLContext(getGLContext(canvas));
return [gl];
}
Tests.testUniformArray = function(gl) {
var sh = new Filter(gl, 'foobar-vert', 'foobar-frag');
sh.apply(function(f){
var uniV4 = f.uniform('uniV4');
var uniFloat = f.uniform('uniFloat');
assertOk("1fv on 1fv",
function(){gl.uniform1fv(uniFloat, [2]);});
assertOk("5 values on 1fv",
function(){gl.uniform1fv(uniFloat, [2,3,4,5,6]);});
assertOk("4fv on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4]);});
assertOk("8 values on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4, 5, 6, 7, 8]);});
var uniformsFound = 0;
var numUniforms = gl.getProgramParameter(f.shader.program, gl.ACTIVE_UNIFORMS);
for (var i = 0; i < numUniforms; ++i) {
var uniformName = gl.getActiveUniform(f.shader.program, i).name;
if (uniformName.indexOf('uniV4') == 0 || uniformName.indexOf('uniFloat') == 0) {
assert("Uniform array of length 1 ends with [0]", uniformName.indexOf("[0]") != -1);
++uniformsFound;
}
}
assert("Both uniforms found", uniformsFound == 2);
uniV4 = f.uniform('uniV4[0]');
uniFloat = f.uniform('uniFloat[0]');
assertOk("1fv on 1fv",
function(){gl.uniform1fv(uniFloat, [2]);});
assertOk("5 values on 1fv",
function(){gl.uniform1fv(uniFloat, [2,3,4,5,6]);});
assertOk("4fv on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4]);});
assertOk("8 values on 4fv",
function(){gl.uniform4fv(uniV4, [1, 2, 3, 4, 5, 6, 7, 8]);});
});
var d = new Uint8Array(4);
gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, d);
assertArrayEquals([1,2,3,8], d);
sh.destroy();
throwError(gl);
}
Tests.endUnit = function(gl) {
}
</script>
<script id="foobar-vert" type="x-shader/x-vertex">
attribute vec3 Vertex;
attribute vec2 Tex;
uniform float uniFloat[1];
varying vec4 texCoord0;
void main()
{
texCoord0 = vec4(Tex.s, 1.0-Tex.t, uniFloat[0], 0.0);
gl_Position = vec4(Vertex, 1.0);
}
</script>
<script id="foobar-frag" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 uniV4[1];
varying vec4 texCoord0;
void main()
{
gl_FragColor = vec4(
uniV4[0].r/255.0,
uniV4[0].g/255.0,
uniV4[0].b/255.0,
uniV4[0].a*texCoord0.z/255.0);
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
</body></html>