blob: 26c25f9abadbdb8c155349a89a080b567b223720 [file] [log] [blame]
/*
* Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
* for details. All rights reserved. Use of this source code is governed by a
* BSD-style license that can be found in the LICENSE file.
*/
/**
* @description
*/
import "dart:html";
import "dart:web_gl" as wgl;
import 'dart:typed_data';
import "../../../testcommon.dart";
import "resources/webgl-test.dart";
import "resources/webgl-test-utils.dart" as wtu;
import "../../../../Utils/async_utils.dart";
import "pwd.dart";
main() {
document.body.setInnerHtml('''
<canvas id="example" width="50" height="50">
There is supposed to be an example drawing here, but it's not important.
</canvas>
<div id="description">Verify limits on the lengths of uniform locations.</div>
<div id="console"></div>
<script id="goodVertexShader1" type="x-shader/x-vertex">
// A vertex shader where the uniform name is long, but well below the limit.
struct Nesting2 {
vec4 identifier62CharactersLong_01234567890123456789012345678901234;
};
struct Nesting1 {
Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
};
uniform Nesting1 identifier70CharactersLong_01234567890123456789012345678901234567890;
void main() {
gl_Position = identifier70CharactersLong_01234567890123456789012345678901234567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
}
</script>
<script id="goodVertexShader2" type="x-shader/x-vertex">
// A vertex shader where the needed uniform location is exactly 256 characters.
struct Nesting2 {
vec4 identifier62CharactersLong_01234567890123456789012345678901234;
};
struct Nesting1 {
Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
};
uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
void main() {
gl_Position = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
}
</script>
<script id="badVertexShader" type="x-shader/x-vertex">
// A vertex shader where the needed uniform location is 257 characters.
struct Nesting2 {
vec4 identifier63CharactersLong_012345678901234567890123456789012345;
};
struct Nesting1 {
Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
};
uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
void main() {
Nesting2 temp = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456;
gl_Position = temp.identifier63CharactersLong_012345678901234567890123456789012345;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
''', treeSanitizer: new NullTreeSanitizer());
var gl = wtu.create3DContext(document.getElementById("example"));
debug("Test uniform location underneath the length limit");
var program = wtu.loadProgramFromScript(gl, "goodVertexShader1", "fragmentShader");
shouldBe(gl.getProgramParameter(program, wgl.LINK_STATUS), true);
var uniformLoc = gl.getUniformLocation(program, "identifier70CharactersLong_01234567890123456789012345678901234567890.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
shouldBeNonNull(uniformLoc);
wtu.glErrorShouldBe(gl, wgl.NONE);
debug("Test uniform location exactly at the length limit");
program = wtu.loadProgramFromScript(gl, "goodVertexShader2", "fragmentShader");
shouldBe(gl.getProgramParameter(program, wgl.LINK_STATUS), true);
uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
shouldBeNonNull(uniformLoc);
wtu.glErrorShouldBe(gl, wgl.NONE);
debug("Test uniform location over the length limit");
program = wtu.loadProgramFromScript(gl, "badVertexShader", "fragmentShader");
wtu.glErrorShouldBe(gl, wgl.NONE);
shouldBe(gl.getProgramParameter(program, wgl.LINK_STATUS), true);
uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier63CharactersLong_012345678901234567890123456789012345");
wtu.glErrorShouldBe(gl, wgl.INVALID_VALUE);
shouldBeNull(uniformLoc);
}