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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-second-compile.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-second-compile.html | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-second-compile.html b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-second-compile.html new file mode 100644 index 0000000000..936126856e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-second-compile.html @@ -0,0 +1,104 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Uniform Buffers should work on second compile</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"></script> +<script id='vshader' type='x-shader/x-vertex'> +#version 300 es + +layout(location=0) in vec4 position; +layout(std140, column_major) uniform Uniforms1 { + mat4 transform; +}; +out vec3 vColor; + +void main() { + gl_Position = transform * position; +} +</script> +<script id='fshader' type='x-shader/x-fragment'> +#version 300 es +precision highp float; + +layout(std140) uniform Uniforms2 { + vec4 color; +}; +out vec4 fragColor; + +void main(){ + fragColor = color; +} +</script> +</head> +<body> +<div id="description"></div> +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script> +"use strict"; +description("This test verifies that getUniformBlockIndex isn't broken on second compile."); + +debug("This is a regression test for <a href='http://crbug.com/716018'>http://crbug.com/716018</a>"); +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); + +// Initialize +gl.clearColor(0, 0, 0, 1); +var vsSource = document.getElementById("vshader").text.trim(); +var fsSource = document.getElementById("fshader").text.trim(); + +function runTest() { + // Run twice to make sure that the second build does not cause errors + // (i.e. due to caching). + for (var i = 0; i < 2; ++i) { + debug("Compile/test iteration " + i); + + var vertexShader = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vertexShader, vsSource); + gl.compileShader(vertexShader); + // Note: if COMPILE_STATUS is retrieved here, it hides the bug. + + var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fragmentShader, fsSource); + gl.compileShader(fragmentShader); + // Note: if COMPILE_STATUS is retrieved here, it hides the bug. + + var program = gl.createProgram(); + gl.attachShader(program, vertexShader); + gl.attachShader(program, fragmentShader); + gl.linkProgram(program); + + gl.useProgram(program); + + var uniforms1Location = gl.getUniformBlockIndex(program, "Uniforms1"); + gl.uniformBlockBinding(program, uniforms1Location, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms1Location was " + uniforms1Location); + + var uniforms2Location = gl.getUniformBlockIndex(program, "Uniforms2"); + gl.uniformBlockBinding(program, uniforms2Location, 1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms2Location was " + uniforms2Location); + + debug(""); + } +} + +runTest(); + +var successfullyParsed = true; +</script> + +<script src="../../js/js-test-post.js"></script> +</body> +</html> |