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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-state-restoration.html | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-state-restoration.html b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-state-restoration.html new file mode 100644 index 0000000000..51edd6ec07 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers-state-restoration.html @@ -0,0 +1,101 @@ +<!-- +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 State Restoration 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> +<script id='vshader' type='x-shader/x-vertex'>#version 300 es +layout(location=0) in vec3 p; +void main() +{ + gl_Position = vec4(p.xyz, 1.0); +} +</script> +<script id='fshader' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +uniform UBOData { + vec4 uboColor; +}; + +void main() +{ + oColor = uboColor; +} +</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 is a regression test verifying that uniform buffer bindings persist correctly across frames: <a href='http://crbug.com/722060'>crbug.com/722060</a>"); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); +var greenBuf = null; +var throwawayBuf = null; +var red = new Float32Array([1, 0, 0, 1]); +var green = new Float32Array([0, 1, 0, 1]); +var frame = 0; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + initTest(); + wtu.waitForComposite(runTest); +} + +function initTest() { + wtu.setupUnitQuad(gl); + + var program = wtu.setupProgram(gl, ['vshader', 'fshader']); + if (!program) { + testFailed("Could not compile shader with uniform blocks without error"); + return; + } + var uboLocation = gl.getUniformBlockIndex(program, "UBOData"); + gl.uniformBlockBinding(program, uboLocation, 0); + + greenBuf = gl.createBuffer(); + throwawayBuf = gl.createBuffer(); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "createBuffer should not set an error"); + + // Bind uniform buffer (both index 0 AND generic binding points) to greenBuf + gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, greenBuf); + gl.bufferData(gl.UNIFORM_BUFFER, green, gl.STATIC_DRAW); + // Bind throwaray uniform buffer (from only the generic binding point) + gl.bindBuffer(gl.UNIFORM_BUFFER, throwawayBuf); +} + +function runTest() { + // ONLY the binding point at index 0 (not the generic binding point) should be greenBuf. + // (The generic binding point should point at throwawayBuf.) + // So this bufferData should go into throwawayBuf. + gl.bufferData(gl.UNIFORM_BUFFER, red, gl.STATIC_DRAW); + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2); + finishTest(); +} + +debug(""); +var successfullyParsed = true; +</script> + +</body> +</html> |