Backed out changeset b462e7b742d8 (bug 1908261) for causing multiple reftest failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance / uniforms / uniform-default-values.html
blob862182c272ce7147ac8b68083ab4ddd7c483c819
1 <!--
2 Copyright (c) 2019 The Khronos Group Inc.
3 Use of this source code is governed by an MIT-style license that can be
4 found in the LICENSE.txt file.
5 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL uniform default values</title>
12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
13 <script src="../../js/js-test-pre.js"></script>
14 <script src="../../js/webgl-test-utils.js"></script>
15 <script src="../../js/test-eval.js"></script>
16 </head>
17 <body>
18 <div id="description"></div>
19 <div id="console"></div>
20 <canvas id="example" width="2" height="2"> </canvas>
21 <script id="vshader0" type="x-shader/x-vertex">
22 attribute vec4 vPosition;
23 void main()
25 gl_Position = vPosition;
27 </script>
28 <script id="fshader0" type="x-shader/x-fragment">
29 precision mediump float;
30 uniform $(type) u_uniform;
32 bool isZero($(type) value) {
33 $(check);
36 void main()
38 gl_FragColor = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
40 </script>
41 <script id="vshader1" type="x-shader/x-vertex">
42 attribute vec4 vPosition;
43 varying vec4 v_color;
44 uniform $(type) u_uniform;
46 bool isZero($(type) value) {
47 $(check);
50 void main()
52 gl_Position = vPosition;
53 v_color = isZero(u_uniform) ? vec4(0,1,0,1) : vec4(1,0,0,1);
55 </script>
56 <script id="fshader1" type="x-shader/x-fragment">
57 precision mediump float;
58 varying vec4 v_color;
59 void main()
61 gl_FragColor = v_color;
63 </script>
64 <script id="vshader2" type="x-shader/x-vertex">
65 attribute vec4 vPosition;
66 void main()
68 gl_Position = vPosition;
70 </script>
71 <script id="fshader2" type="x-shader/x-fragment">
72 precision mediump float;
73 uniform $(type) u_uniform[2];
75 bool isZero($(type) value) {
76 $(check);
79 void main()
81 gl_FragColor = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
83 </script>
84 <script id="vshader3" type="x-shader/x-vertex">
85 attribute vec4 vPosition;
86 varying vec4 v_color;
87 uniform $(type) u_uniform[2];
89 bool isZero($(type) value) {
90 $(check);
93 void main()
95 gl_Position = vPosition;
96 v_color = isZero(u_uniform[1]) ? vec4(0,1,0,1) : vec4(1,0,0,1);
98 </script>
99 <script id="fshader3" type="x-shader/x-fragment">
100 precision mediump float;
101 varying vec4 v_color;
102 void main()
104 gl_FragColor = v_color;
106 </script>
107 <script>
108 "use strict";
109 description();
111 var tests = [
112 { type: 'float',
113 check: "return value == 0.0",
114 setFn: function(gl, loc) { gl.uniform1f(loc, 3.0); }
116 { type: 'int',
117 check: "return value == 0",
118 setFn: function(gl, loc) { gl.uniform1i(loc, 3.0); }
120 { type: 'bool',
121 check: "return value == false",
122 setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
124 { type: 'vec2',
125 check: "return value[0] == 0.0 && value[1] == 0.0",
126 setFn: function(gl, loc) { gl.uniform2f(loc, 3.0, 3.0); }
128 { type: 'vec3',
129 check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0",
130 setFn: function(gl, loc) { gl.uniform3f(loc, 3.0, 3.0, 3.0); }
132 { type: 'vec4',
133 check: "return value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && value[3] == 0.0",
134 setFn: function(gl, loc) { gl.uniform4f(loc, 3.0, 3.0, 3.0, 3.0); }
136 { type: 'ivec2',
137 check: "return value[0] == 0 && value[1] == 0",
138 setFn: function(gl, loc) { gl.uniform2i(loc, 3, 3); }
140 { type: 'ivec3',
141 check: "return value[0] == 0 && value[1] == 0 && value[2] == 0",
142 setFn: function(gl, loc) { gl.uniform3i(loc, 3, 3, 3); }
144 { type: 'ivec4',
145 check: "return value[0] == 0 && value[1] == 0 && value[2] == 0 && value[3] == 0",
146 setFn: function(gl, loc) { gl.uniform4i(loc, 3, 3, 3, 3); }
148 { type: 'bvec2',
149 check: "return value[0] == false && value[1] == false",
150 setFn: function(gl, loc) { gl.uniform2i(loc, 1, 1); }
152 { type: 'bvec3',
153 check: "return value[0] == false && value[1] == false && value[2] == false",
154 setFn: function(gl, loc) { gl.uniform3i(loc, 1, 1, 1); }
156 { type: 'bvec4',
157 check: "return value[0] == false && value[1] == false && value[2] == false && value[3] == false",
158 setFn: function(gl, loc) { gl.uniform4i(loc, 1, 1, 1, 1); }
160 { type: 'mat2',
161 check:
162 "return " +
163 "value[0][0] == 0.0 && value[0][1] == 0.0 && " +
164 "value[1][0] == 0.0 && value[1][0] == 0.0",
165 valueCheck:
166 "return " +
167 "value[0] == 0.0 && value[1] == 0.0 && " +
168 "value[2] == 0.0 && value[3] == 0.0",
169 setFn: function(gl, loc) { gl.uniformMatrix2fv(loc, false, [1, 1, 1, 1]); }
171 { type: 'mat3',
172 check:
173 "return " +
174 "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && " +
175 "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && " +
176 "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0",
177 valueCheck:
178 "return " +
179 "value[0] == 0.0 && value[1] == 0.0 && value[2] == 0.0 && " +
180 "value[3] == 0.0 && value[4] == 0.0 && value[5] == 0.0 && " +
181 "value[6] == 0.0 && value[7] == 0.0 && value[8] == 0.0",
182 setFn: function(gl, loc) { gl.uniformMatrix3fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1]); }
184 { type: 'mat4',
185 check:
186 "return " +
187 "value[0][0] == 0.0 && value[1][0] == 0.0 && value[2][0] == 0.0 && value[3][0] == 0.0 && " +
188 "value[0][1] == 0.0 && value[1][1] == 0.0 && value[2][1] == 0.0 && value[3][1] == 0.0 && " +
189 "value[0][2] == 0.0 && value[1][2] == 0.0 && value[2][2] == 0.0 && value[3][2] == 0.0 && " +
190 "value[0][3] == 0.0 && value[1][3] == 0.0 && value[2][3] == 0.0 && value[3][3] == 0.0",
191 valueCheck:
192 "return " +
193 "value[ 0] == 0.0 && value[ 1] == 0.0 && value[ 2] == 0.0 && value[ 3] == 0.0 && " +
194 "value[ 4] == 0.0 && value[ 5] == 0.0 && value[ 6] == 0.0 && value[ 7] == 0.0 && " +
195 "value[ 8] == 0.0 && value[ 9] == 0.0 && value[10] == 0.0 && value[11] == 0.0 && " +
196 "value[12] == 0.0 && value[13] == 0.0 && value[14] == 0.0 && value[15] == 0.0",
197 setFn: function(gl, loc) { gl.uniformMatrix4fv(loc, false, [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]); }
199 { type: 'sampler2D',
200 check:
201 "vec4 v = texture2D(value, vec2(0, 0));" +
202 "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
203 valueCheck:
204 "return value == 0",
205 setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
207 { type: 'samplerCube',
208 check:
209 "vec4 v = textureCube(value, vec3(0, 0, 0));" +
210 "return v.x == 1.0 && v.y == 1.0 && v.z == 1.0 && v.w == 1.0",
211 valueCheck:
212 "return value == 0",
213 setFn: function(gl, loc) { gl.uniform1i(loc, 1); }
217 var wtu = WebGLTestUtils;
218 var gl = wtu.create3DContext();
219 var c = document.getElementById("console");
220 var checkFn;
222 wtu.setupUnitQuad(gl, [0, 1]);
224 // Set unit 0 to a non-0 texture.
225 var haveVertexTextureImageUnits =
226 gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) >= 2;
227 var tex2D = gl.createTexture();
228 var texCube = gl.createTexture();
229 gl.bindTexture(gl.TEXTURE_2D, tex2D);
230 gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCube);
232 var pixel = new Uint8Array([255, 255, 255, 255]);
233 var targets = [
234 gl.TEXTURE_2D,
235 gl.TEXTURE_CUBE_MAP_POSITIVE_X,
236 gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
237 gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
238 gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
239 gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
240 gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
242 for (var ii = 0; ii < targets.length; ++ii) {
243 gl.texImage2D(
244 targets[ii], 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
247 var shaderTemplates = [
248 { vs: "vshader0", fs: "fshader0", type: 'f' },
249 { vs: "vshader1", fs: "fshader1", type: 'v' },
250 { vs: "vshader2", fs: "fshader2", type: 'f' },
251 { vs: "vshader3", fs: "fshader3", type: 'v' },
254 // Get shader templates
255 for (var ii = 0; ii < shaderTemplates.length; ++ii) {
256 var template = shaderTemplates[ii];
257 template.vs = wtu.getScript(template.vs);
258 template.fs = wtu.getScript(template.fs);
261 function testType(test) {
262 debug("");
263 debug("testing: " + test.type);
265 for (var ii = 0; ii < shaderTemplates.length; ++ii) {
266 var template = shaderTemplates[ii];
268 if (test.type.substring(0, 7) == "sampler" &&
269 template.type == 'v' &&
270 !haveVertexTextureImageUnits) {
271 continue;
274 var vs = wtu.replaceParams(template.vs, test);
275 var fs = wtu.replaceParams(template.fs, test);
277 wtu.addShaderSource(c, "vertex shader", vs);
278 wtu.addShaderSource(c, "fragment shader", fs);
280 var vs = wtu.loadShader(gl, vs, gl.VERTEX_SHADER);
281 var fs = wtu.loadShader(gl, fs, gl.FRAGMENT_SHADER);
282 var program = wtu.createProgram(gl, vs, fs);
284 gl.useProgram(program);
286 var loc = gl.getUniformLocation(program, "u_uniform[1]");
287 if (!loc) {
288 var loc = gl.getUniformLocation(program, "u_uniform");
291 var value = gl.getUniform(program, loc);
292 TestEval("checkFn = function(value) {" + (test.valueCheck ? test.valueCheck : test.check) + ";}");
293 if (checkFn(value)) {
294 testPassed("uniform is zero");
295 } else {
296 testFailed("uniform is not zero");
299 debug("default value should be zero");
300 wtu.clearAndDrawUnitQuad(gl);
301 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
303 debug("test test by setting value");
304 test.setFn(gl, loc);
306 wtu.clearAndDrawUnitQuad(gl);
307 wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red", 0);
309 debug("re-linking should reset to defaults");
310 gl.linkProgram(program);
312 wtu.clearAndDrawUnitQuad(gl);
313 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
315 gl.deleteProgram(program);
316 gl.deleteShader(vs);
317 gl.deleteShader(fs);
319 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no GL errors");
323 var testNdx = 0;
324 function runNextTest() {
325 testType(tests[testNdx++]);
326 if (testNdx >= tests.length) {
327 finishTest();
328 } else {
329 setTimeout(runNextTest, 0);
333 runNextTest();
335 var successfullyParsed = true;
337 </script>
338 </body>
339 </html>