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1 <!DOCTYPE html>
2 <html>
3 <head>
4 <meta charset="utf-8">
5 <!--
6 Copyright (c) 2019 The Khronos Group Inc.
7 Use of this source code is governed by an MIT-style license that can be
8 found in the LICENSE.txt file.
9 -->
10 <title>WebGL uniform location length tests</title>
11 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
12 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
13 <script src="../../../js/js-test-pre.js"></script>
14 <script src="../../../js/webgl-test-utils.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="50" height="50">
18 There is supposed to be an example drawing here, but it's not important.
19 </canvas>
20 <div id="description">Verify limits on the lengths of uniform locations per WebGL spec, "Maximum Uniform and Attribute Location Lengths".</div>
21 <div id="console"></div>
22 <script id="goodVertexShader" type="x-shader/x-vertex">
23 // A vertex shader where the needed uniform location is exactly 256 characters.
24 struct Nesting2 {
25 vec4 identifier62CharactersLong_01234567890123456789012345678901234;
28 struct Nesting1 {
29 Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
32 uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
34 void main() {
35 gl_Position = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234;
37 </script>
38 <script id="badVertexShader" type="x-shader/x-vertex">
39 // A vertex shader where the needed uniform location is 257 characters.
40 struct Nesting2 {
41 vec4 identifier63CharactersLong_012345678901234567890123456789012345;
44 struct Nesting1 {
45 Nesting2 identifier64CharactersLong_0123456789012345678901234567890123456;
48 uniform Nesting1 identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789;
50 void main() {
51 Nesting2 temp = identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456;
52 gl_Position = temp.identifier63CharactersLong_012345678901234567890123456789012345;
54 </script>
55 <script id="fragmentShader" type="x-shader/x-fragment">
56 precision mediump float;
58 void main() {
59 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
61 </script>
62 <script>
63 "use strict";
64 var wtu = WebGLTestUtils;
65 var gl = wtu.create3DContext("example");
67 debug("Test uniform location underneath the length limit");
68 var program = wtu.loadProgramFromScript(gl, "goodVertexShader", "fragmentShader");
69 shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
70 var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier62CharactersLong_01234567890123456789012345678901234");
71 shouldBeNonNull('uniformLoc');
72 wtu.glErrorShouldBe(gl, gl.NONE);
74 debug("Test uniform location over the length limit");
75 program = wtu.loadProgramFromScript(gl, "badVertexShader", "fragmentShader");
76 wtu.glErrorShouldBe(gl, gl.NONE);
77 shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
78 var uniformLoc = gl.getUniformLocation(program, "identifier128CharactersLong_0123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789.identifier64CharactersLong_0123456789012345678901234567890123456.identifier63CharactersLong_012345678901234567890123456789012345");
79 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
80 shouldBeNull('uniformLoc');
82 var successfullyParsed = true;
83 </script>
84 <script src="../../../js/js-test-post.js"></script>
85 </body>
86 </html>