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Fix html encodings #3225

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2 changes: 1 addition & 1 deletion conformance-suites/1.0.0/conformance/glsl-conformance.html
Original file line number Diff line number Diff line change
Expand Up @@ -301,7 +301,7 @@
}
</script>
<script id="fshaderWithNonASCIIErrorDirective" type="text/something-not-javascript">
#error ����͂`�r�b�h�h�ł͂Ȃ� // will return INVALID_VALUE. See WebGL 6.18
#error ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢ // will return INVALID_VALUE. See WebGL 6.18
void main()
{
gl_FragColor = vec4(0,0,0,0);
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Original file line number Diff line number Diff line change
Expand Up @@ -19,10 +19,10 @@
<div id="console"></div>
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii comments in source should succeed
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
/*
* �s�������@�h���@�m�����@�`�r�b�h�h
* ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
*/
void main() {
gl_Position = vec4(1,1,1,1);
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Original file line number Diff line number Diff line change
Expand Up @@ -20,9 +20,9 @@
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii data in source should fail
// See GLSL ES Spec 1.0.17 section 3.1 and 3.2
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
uniform mat4 �m�����`�r�b�h�h;
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
uniform mat4 ‚m‚‚”‚`‚r‚b‚h‚h;
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What exactly was the conversion done to these files? (I'm not an expert on file encodings.) Were they UTF-16 before and have been converted to UTF-8 now? Are we sure that the characters are interpreted the same way, for example when this shader is loaded? I see the meta tag above indicates the character set is UTF-8 so was the browser just being permissive before in loading UTF-16 characters?

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Oh yeah maybe? I can see here that it says "NotASCII" with weird codepoints, so that comes from somewhere!

void main() {
gl_Position = vec4(1,1,1,1);
}
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Original file line number Diff line number Diff line change
Expand Up @@ -41,10 +41,10 @@
<div id="console"></div>
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii comments in source should succeed
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
/*
* �s�������@�h���@�m�����@�`�r�b�h�h
* ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
*/
void main() {
gl_Position = vec4(1,1,1,1);
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Original file line number Diff line number Diff line change
Expand Up @@ -42,9 +42,9 @@
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii data in source should fail
// See GLSL ES Spec 1.0.17 section 3.1 and 3.2
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
uniform mat4 �m�����`�r�b�h�h;
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
uniform mat4 ‚m‚‚”‚`‚r‚b‚h‚h;
void main() {
gl_Position = vec4(1,1,1,1);
}
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Original file line number Diff line number Diff line change
Expand Up @@ -41,10 +41,10 @@
<div id="console"></div>
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii comments in source should succeed
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
/*
* �s�������@�h���@�m�����@�`�r�b�h�h
* ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
*/
void main() {
gl_Position = vec4(1,1,1,1);
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Original file line number Diff line number Diff line change
Expand Up @@ -42,9 +42,9 @@
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii data in source should fail
// See GLSL ES Spec 1.0.17 section 3.1 and 3.2
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
uniform mat4 �m�����`�r�b�h�h;
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
uniform mat4 ‚m‚‚”‚`‚r‚b‚h‚h;
void main() {
gl_Position = vec4(1,1,1,1);
}
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Original file line number Diff line number Diff line change
Expand Up @@ -41,10 +41,10 @@
<div id="console"></div>
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii comments in source should succeed
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
/*
* �s�������@�h���@�m�����@�`�r�b�h�h
* ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
*/
void main() {
gl_Position = vec4(1,1,1,1);
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Original file line number Diff line number Diff line change
Expand Up @@ -42,9 +42,9 @@
<script id="vertexShader" type="text/something-not-javascript">
// Non ascii data in source should fail
// See GLSL ES Spec 1.0.17 section 3.1 and 3.2
// ����͂`�r�b�h�h�ł͂Ȃ��ł��B
// �s�������@�h���@�m�����@�`�r�b�h�h
uniform mat4 �m�����`�r�b�h�h;
// ‚±‚ê‚Í‚`‚r‚b‚h‚h‚Å‚Í‚È‚¢‚Å‚·B
// ‚s‚ˆ‚‰‚“@‚h‚“@‚m‚‚”@‚`‚r‚b‚h‚h
uniform mat4 ‚m‚‚”‚`‚r‚b‚h‚h;
void main() {
gl_Position = vec4(1,1,1,1);
}
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8 changes: 4 additions & 4 deletions extensions/OES_vertex_array_object/extension.xml
Original file line number Diff line number Diff line change
Expand Up @@ -78,11 +78,11 @@ interface OES_vertex_array_object {
<li>
<p>RESOLVED: Buffers should be reference counted when attached to
a vertex array object. This is consistent with the OpenGL ES 3.0
spec's implementation of Vertex Array Objects and matches the
spec's implementation of Vertex Array Objects and matches the
behavior of other WebGL objects, such as textures that are attached
to framebuffers.
</p>
<p>This will require that most implementations do not call
<p>This will require that most implementations do not call
glDeleteBuffer when the user calls deleteBuffer on the WebGL context.
Instead the implementation must wait for all references to be released
before calling glDeleteBuffer to prevent undefined behavior.
Expand All @@ -91,8 +91,8 @@ interface OES_vertex_array_object {
bound vertex array object, then it is as if BindBuffer had been called,
with a buffer of 0, for each target to which this buffer was attached
in the currently bound vertex array object. In other words, this buffer
is first detached from all attachment points in the currently bound
vertex array object. Note that the buffer is specifically not detached
is first detached from all attachment points in the currently bound
vertex array object. Note that the buffer is specifically not detached
from any other vertex array object. Detaching the buffer from any other
vertex array objects is the responsibility of the application.
</p>
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2 changes: 1 addition & 1 deletion extensions/OVR_multiview2/extension.xml
Original file line number Diff line number Diff line change
Expand Up @@ -188,7 +188,7 @@ interface OVR_multiview2 {
<revision date="2016/11/25">
<change>Specified what happens when the number of views doesn't match or if the number of views is one.</change>
</revision>
´

<revision date="2016/12/21">
<change>Specified what happens on invalid num_views declarations and if assignment to gl_Position.x is inside a larger expression.</change>
</revision>
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6 changes: 3 additions & 3 deletions extensions/proposals/WEBGL_debug/extension.xml
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@
</addendum>

<addendum>
As per the usual WebGL binding rules, functions dont keep the KHR
As per the usual WebGL binding rules, functions don't keep the KHR
suffix they have in the GLES version, but tokens do.
</addendum>
</mirrors>
Expand Down Expand Up @@ -245,7 +245,7 @@ function init(gl) {

<samplecode><div class="example">
Skip a section of the code.

<pre xml:space="preserve"><![CDATA[
function draw(gl, ext) {
...
Expand Down Expand Up @@ -298,7 +298,7 @@ function draw(gl, ext) {
<samplecode><div class="example">
Only output a subsection of the code and disable some messages for the
entire application.

<pre xml:space="preserve"><![CDATA[
function draw(gl, ext) {
...
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Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@
<p>For an example of security sensitive content, consider the rendering of an HTML link. The color of the link can indicate its visited or unvisited state. Third parties must not be able to access or infer this information.</p>
<p>Specifically, third parties must not be able read the pixel data of security sensitive content through WebGL or other APIs. Additionally, third parties must not be able to divulge or approximate the pixel data of security sensitive content by timing WebGL operations.</p>
<p>Prior to this extension, WebGL restricted the upload of security sensitive content as a texture for graphical processing. This extension enables the uploading and processing of security sensitive content, with some restrictions. Note that this extension imposes no restrictions on the processing of regular, non-security sensitive content.</p>
<p>To secure a users privacy, a WebGL implementation must not leak information about the contents of security sensitive textures through the execution time of its commands. To achieve this, no part of the underlying graphics pipeline may vary in execution time based on the contents of a security sensitive texture. For example, primitive assembly and depth testing must not vary based on the contents of a security sensitive texture.</p>
<p>To secure a user's privacy, a WebGL implementation must not leak information about the contents of security sensitive textures through the execution time of its commands. To achieve this, no part of the underlying graphics pipeline may vary in execution time based on the contents of a security sensitive texture. For example, primitive assembly and depth testing must not vary based on the contents of a security sensitive texture.</p>
<p>The vertex shading and fragment shading stages of the graphics pipeline require particular restrictions to keep their execution time independent of the contents of security sensitive textures. Specifically, the contents of a security sensitive texture must only appear in constant-time GLSL operations. A constant-time GLSL operation is an operation whose execution time does not vary based on the values of its operands. This extension will describe how a WebGL implementation can enforce this requirement.</p>
<p>Additionally, this extension attempts to identify non-constant-time GLSL operations. All other GLSL operations are assumed to be constant time in both the WebGL implementation and the underlying GPU implementation. If this assumption is false on a particular implementation, then this extension must be disabled for that implementation. In the future, GPU vendors may be able to provide a mechanism to guarantee that the assumed GLSL operations are in fact constant-time.</p>
</div>
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