| /* |
| * 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); |
| } |