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+<!--
+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 Conformance Tests</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>
+</head>
+<body>
+<div id="description"></div>
+<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+in vec4 position;
+void main()
+{
+ gl_Position = position;
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+uniform uni {
+ vec4 color;
+};
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = color;
+}
+</script>
+<script>
+"use strict";
+description("This test covers ANGLE bugs when using a large uniform blocks. ANGLE would confuse an internal clipped uniform buffer size and produce an assert or error. Also there were issues with readback of large UBOs. See http://crbug.com/660670.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+var quadVB;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ debug("");
+ debug("Testing uniform block with large data store");
+ runTest();
+
+ debug("");
+ debug("Testing readback on uniform block with large data store");
+ runReadbackTest();
+}
+
+function getQuadVerts(depth) {
+ var quadVerts = new Float32Array(3 * 6);
+ quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth;
+ quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth;
+ quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth;
+ quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth;
+ quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth;
+ quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth;
+ return quadVerts;
+}
+
+function drawQuad(depth) {
+ if (!quadVB) {
+ quadVB = gl.createBuffer()
+ }
+
+ var quadVerts = getQuadVerts(depth);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, quadVB);
+ gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
+ gl.enableVertexAttribArray(0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+}
+
+function runTest() {
+
+ // Create the program
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]);
+ if (!program) {
+ testFailed("Failed to set up the program");
+ return;
+ }
+
+ // Init uniform buffer. To trigger the bug, it's necessary to use the
+ // DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally
+ // with an incorrect copy size.
+ var ubo = gl.createBuffer();
+ var big_size = 4096 * 64;
+ var data = new Float32Array([0.5, 0.75, 0.25, 1.0]);
+ gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
+ gl.bufferData(gl.UNIFORM_BUFFER, big_size, gl.DYNAMIC_DRAW);
+ gl.bufferSubData(gl.UNIFORM_BUFFER, 0, data);
+
+ gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo);
+ var buffer_index = gl.getUniformBlockIndex(program, "uni");
+ if (buffer_index == -1) {
+ testFailed("Failed to get uniform block index");
+ return;
+ }
+ gl.uniformBlockBinding(program, buffer_index, 0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed");
+
+ // Draw the quad
+ gl.useProgram(program);
+ drawQuad(0.5);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed");
+
+ // Verify the output color
+ var color = [127, 191, 64, 255];
+ wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1);
+}
+
+function runReadbackTest() {
+
+ // Create the program
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]);
+ if (!program) {
+ testFailed("Failed to set up the program");
+ return;
+ }
+
+ // Init uniform buffer. To trigger the bug, it's necessary to use the
+ // DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally
+ // with an incorrect copy size.
+ var ubo = gl.createBuffer();
+ var num_floats = 4096 * 16;
+ var expected_data = new Float32Array(num_floats);
+ for (var index = 0; index < num_floats; ++index) {
+ expected_data[index] = index;
+ }
+
+ expected_data[0] = 0.5;
+ expected_data[1] = 0.75;
+ expected_data[2] = 0.25;
+ expected_data[3] = 1.0;
+
+ gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
+ gl.bufferData(gl.UNIFORM_BUFFER, expected_data, gl.DYNAMIC_DRAW);
+ gl.bufferSubData(gl.UNIFORM_BUFFER, 0, expected_data);
+
+ gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo);
+ var buffer_index = gl.getUniformBlockIndex(program, "uni");
+ if (buffer_index == -1) {
+ testFailed("Failed to get uniform block index");
+ return;
+ }
+ gl.uniformBlockBinding(program, buffer_index, 0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed");
+
+ // Draw the quad
+ gl.useProgram(program);
+ drawQuad(0.5);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed");
+
+ // Verify the output color
+ var color = [127, 191, 64, 255];
+ wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1);
+
+ // Verify readback
+ var actual_data = new Float32Array(num_floats);
+ gl.getBufferSubData(gl.UNIFORM_BUFFER, 0, actual_data);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Readback from uniform block should succeed");
+
+ for (var index = 0; index < num_floats; ++index) {
+ if (actual_data[index] != expected_data[index]) {
+ testFailed("Expected and actual buffer data do not match");
+ return;
+ }
+ }
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>