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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-mochitest/test_webgl2_uniform_block.html
parentInitial commit. (diff)
downloadfirefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz
firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+<!DOCTYPE HTML>
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />
+<title>WebGL2 test: using uniform blocks</title>
+<script src="/tests/SimpleTest/SimpleTest.js"></script>
+<link rel="stylesheet" href="/tests/SimpleTest/test.css">
+<script src="webgl-util.js"></script>
+<script id='vertSource' type='none'>
+#version 300 es
+uniform UniformBlock
+{
+ vec3 color;
+ vec3 offset;
+};
+in vec2 POSITION;
+out vec3 outCOLOR0;
+
+void main() {
+ gl_Position = vec4(POSITION, 0.0, 1.0);
+ outCOLOR0 = vec3(color.x + offset.x, color.y + offset.y,
+ color.z + offset.z);
+}
+</script>
+<script id='fragSource' type='none'>
+#version 300 es
+precision mediump float;
+in vec3 outCOLOR0;
+out vec4 oFragColor;
+
+void main() {
+ oFragColor = vec4(outCOLOR0, 1.0);
+}
+</script>
+<body>
+<canvas id="c" width="32" height="32"></canvas>
+<script>
+ WebGLUtil.withWebGL2('c', function(gl) {
+ const vs = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vs, vertSource.innerHTML.trim());
+ gl.compileShader(vs);
+ const fs = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs, fragSource.innerHTML.trim());
+ gl.compileShader(fs);
+ const prog = gl.createProgram();
+ gl.attachShader(prog, vs);
+ gl.attachShader(prog, fs);
+ gl.linkProgram(prog);
+ gl.useProgram(prog);
+ gl.detachShader(prog, vs);
+ gl.detachShader(prog, fs);
+
+ gl.disable(gl.DEPTH_TEST);
+ var vertData = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertData);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-0.5, -0.5,
+ 0.5, -0.5,
+ 0.0, 0.5]), gl.STATIC_DRAW);
+
+ gl.clearColor(0, 1, 0, 1);
+
+ prog.POSITION = gl.getAttribLocation(prog, "POSITION");
+ ok(prog.POSITION >= 0, '`POSITION` should be valid.');
+ prog.blockIndex = gl.getUniformBlockIndex(prog, "UniformBlock");
+ ok(prog.blockIndex >= 0, '`UniformBlock` index should be valid.');
+ prog.blockSize = gl.getActiveUniformBlockParameter(prog,
+ prog.blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
+ ok(prog.blockSize >= 0, '`UniformBlock` size should be valid.');
+
+ var uboArray = new ArrayBuffer(prog.blockSize);
+ var uboFloat = new Float32Array(uboArray);
+ uboFloat.set([0.5, 0.2, 0.3, 0.3, 0.2, 0.1], 0);
+ var uniformBuffer = gl.createBuffer();
+ gl.uniformBlockBinding(prog, prog.blockIndex, 1);
+ gl.bindBuffer(gl.UNIFORM_BUFFER, uniformBuffer);
+ gl.bufferData(gl.UNIFORM_BUFFER, uboFloat, gl.DYNAMIC_DRAW);
+ gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, uniformBuffer);
+
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.POINTS, 0, 1);
+
+ ok(true, 'Test complete.');
+ }, function() {
+ SimpleTest.finish();
+ });
+
+ SimpleTest.waitForExplicitFinish();
+</script>