diff options
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers.html | 576 |
1 files changed, 576 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers.html b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers.html new file mode 100644 index 0000000000..a6bd1b4bc9 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/uniform-buffers.html @@ -0,0 +1,576 @@ +<!-- +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> +<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='fbadshader' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +uniform UBOData { + float UBORed; + float UBOGreen; + float UBOBlue; +}; + +uniform Color { + float Red; + float UBOGreen; + float Blue; +}; + +void main() +{ + oColor = vec4(UBORed * Red, UBOGreen * UBOGreen, UBOBlue * Blue, 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 { + float UBORed; + float UBOGreen; + float UBOBlue; +}; + +uniform UBOD { + float UBOR; + float UBOG; + float UBOB; +}; + +void main() +{ + oColor = vec4(UBORed * UBOR, UBOGreen * UBOG, UBOBlue * UBOB, 1.0); +} +</script> +<script id='fshadernamed' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +uniform UBOData { + float Red; + float Green; + float Blue; +} UBOA; + +void main() +{ + oColor = vec4(UBOA.Red, UBOA.Green, UBOA.Blue, 1.0); +} +</script> +<script id='fshadernamedarray' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +uniform UBOData { + float Red; + float Green; + float Blue; +} UBOA[2]; + +void main() +{ + oColor = vec4((UBOA[0].Red + UBOA[1].Red) / 2.0, + (UBOA[0].Green + UBOA[1].Green) / 2.0, + (UBOA[0].Blue + UBOA[1].Blue) / 2.0, 1.0); +} +</script> +<script id='fshadernestedstruct' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +struct color_t { + float red; + float green; + float blue; +}; + +struct wrapper_t { + color_t color; +}; + +uniform UBOData { + wrapper_t UBOStruct; +}; + +// This is intended to reproduce a specific ANGLE bug that triggers when the wrapper struct is passed to a function. +// https://bugs.chromium.org/p/angleproject/issues/detail?id=2084 +void processColor(wrapper_t wrapper) { + oColor = vec4(wrapper.color.red, wrapper.color.green, wrapper.color.blue, 1.0); +} + +void main() +{ + processColor(UBOStruct); +} +</script> +<script id='fshaderarrayofstructs' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +struct color_t { + float red; + float green; + float blue; +}; + +uniform UBOData { + color_t UBOColors[2]; +}; + +// This is intended to reproduce a specific ANGLE bug that triggers when a struct from an array of structs in an interface block is passed to a function. +// https://bugs.chromium.org/p/angleproject/issues/detail?id=2084 +vec3 processColor(color_t color) { + return vec3(color.red, color.green, color.blue); +} + +void main() +{ + oColor = vec4(processColor(UBOColors[0]) + processColor(UBOColors[1]), 1.0); +} +</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 the functionality of the Uniform Buffer objects"); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); +var b1 = null; +var b2 = null; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + wtu.setupUnitQuad(gl); + + runBindingTest(); + runBadShaderTest(); + runUniformBufferOffsetAlignmentTest(); + runDrawTest(); + runNamedDrawTest(); + runNamedArrayDrawTest(); + runNestedStructsDrawTest(); + runArrayOfStructsDrawTest(); +} + +function runBindingTest() { + debug(""); + debug("Testing uniform buffer binding behavior"); + shouldBeNull("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "UNIFORM_BUFFER_BINDING query should succeed"); + + debug("Testing basic uniform buffer binding and unbinding"); + b1 = gl.createBuffer(); + b2 = gl.createBuffer(); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "createBuffer should not set an error"); + shouldBeNonNull("b1"); + shouldBeNonNull("b2"); + gl.bindBuffer(gl.UNIFORM_BUFFER, b1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to bind uniform buffer"); + shouldBe("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)", "b1"); + gl.bindBuffer(gl.UNIFORM_BUFFER, b2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to update uniform buffer binding"); + shouldBe("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)", "b2"); + gl.bindBuffer(gl.UNIFORM_BUFFER, null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to unbind uniform buffer"); + + debug("Testing deleting uniform buffers"); + gl.deleteBuffer(b1); + gl.deleteBuffer(b2); + shouldBeNull("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)"); + + // Shouldn't be able to bind a deleted buffer. + gl.bindBuffer(gl.UNIFORM_BUFFER, b2); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "binding a deleted buffer should generate INVALID_OPERATION"); + shouldBeNull("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)"); +} + +function runBadShaderTest() { + debug(""); + var testProgram = wtu.setupProgram(gl, ['vshader', 'fbadshader']); + if (testProgram) { + testFailed("To define the same uniform in two uniform blocks should fail"); + } else { + testPassed("To define the same uniform in two uniform blocks should fail"); + } +} + +function runUniformBufferOffsetAlignmentTest() { + debug(""); + var offsetAlignment = gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT); + + if (offsetAlignment % 4 != 0) { + testFailed("Unexpected UNIFORM_BUFFER_OFFSET_ALIGNMENT - should be aligned on a 4-byte boundary"); + } else { + testPassed("UNIFORM_BUFFER_OFFSET_ALIGNMENT is divisible by four"); + } +} + +function setRGBValuesToFloat32Array(floatView, red, green, blue) { + floatView[0] = red; + floatView[1] = green; + floatView[2] = blue; +} + +function checkFloat32UniformOffsetsInStd140Layout(uniformOffsets, expectedInitialOffset) { + if (expectedInitialOffset === undefined) + { + expectedInitialOffset = 0; + } + // Verify that the uniform offsets are set according to the std140 layout, which WebGL enforces. + // This function checks this for 32-bit float values, which are expected to be tightly packed. + for (var i = 0; i < uniformOffsets.length; ++i) + { + if (uniformOffsets[i] != expectedInitialOffset + i * Float32Array.BYTES_PER_ELEMENT) + { + testFailed("Uniform offsets are not according to std140 layout"); + return false; + } + } + return true; +} + +function runDrawTest() { + debug(""); + debug("Testing drawing with uniform buffers"); + + var program = wtu.setupProgram(gl, ['vshader', 'fshader']); + if (!program) { + testFailed("Could not compile shader with uniform blocks without error"); + return; + } + + var blockIndex_1 = gl.getUniformBlockIndex(program, "UBOData"); + var blockSize_1 = gl.getActiveUniformBlockParameter(program, blockIndex_1, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices_1 = gl.getUniformIndices(program, ["UBORed", "UBOGreen", "UBOBlue"]); + var uniformOffsets_1 = gl.getActiveUniforms(program, uniformIndices_1, gl.UNIFORM_OFFSET); + var blockIndex_2 = gl.getUniformBlockIndex(program, "UBOD"); + var blockSize_2 = gl.getActiveUniformBlockParameter(program, blockIndex_2, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices_2 = gl.getUniformIndices(program, ["UBOR", "UBOG", "UBOB"]); + var uniformOffsets_2 = gl.getActiveUniforms(program, uniformIndices_2, gl.UNIFORM_OFFSET); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); + + if (uniformOffsets_1.length < 3 || uniformOffsets_2.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets_1) || !checkFloat32UniformOffsetsInStd140Layout(uniformOffsets_2)) + { + return; + } + + var uboArray_1 = new ArrayBuffer(blockSize_1); + var uboFloatView_1 = new Float32Array(uboArray_1); + setRGBValuesToFloat32Array(uboFloatView_1, 1.0, 0.0, 0.0); // UBORed, UBOGreen, UBOBlue + var uboArray_2 = new ArrayBuffer(blockSize_2); + var uboFloatView_2 = new Float32Array(uboArray_2); + setRGBValuesToFloat32Array(uboFloatView_2, 1.0, 1.0, 1.0); // UBOR, UBOG, UBOB + + var b_1 = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, b_1); + gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView_1, gl.DYNAMIC_DRAW); + var b_2 = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, b_2); + gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView_2, gl.DYNAMIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); + + var bindings = [1, 2]; + gl.uniformBlockBinding(program, blockIndex_1, bindings[0]); + gl.bindBufferBase(gl.UNIFORM_BUFFER, bindings[0], b_1); + gl.uniformBlockBinding(program, blockIndex_2, bindings[1]); + gl.bindBufferBase(gl.UNIFORM_BUFFER, bindings[1], b_2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + + debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); + setRGBValuesToFloat32Array(uboFloatView_1, 0.0, 0.0, 1.0); // UBORed, UBOGreen, UBOBlue + gl.bindBuffer(gl.UNIFORM_BUFFER, b_1); + gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView_1, gl.DYNAMIC_DRAW); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 0, 255, 255], "draw call should set canvas to blue", 2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} + +function runNamedDrawTest() { + debug(""); + debug("Testing drawing with named uniform buffers"); + + var program = wtu.setupProgram(gl, ['vshader', 'fshadernamed']); + if (!program) { + testFailed("Could not compile shader with named uniform blocks without error"); + return; + } + + var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); + var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices = gl.getUniformIndices(program, ["UBOData.Red", "UBOData.Green", "UBOData.Blue"]); + var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); + + if (uniformOffsets.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) + { + return; + } + + var uboArray = new ArrayBuffer(blockSize); + var uboFloatView = new Float32Array(uboArray); + setRGBValuesToFloat32Array(uboFloatView, 1.0, 0.0, 0.0); + + b1 = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, b1); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); + + var binding = 3; + gl.uniformBlockBinding(program, blockIndex, binding); + gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, b1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + + debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); + setRGBValuesToFloat32Array(uboFloatView, 0.0, 0.0, 1.0); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 0, 255, 255], "draw call should set canvas to blue", 2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} + +function runNamedArrayDrawTest() { + debug(""); + debug("Testing drawing with named uniform buffer arrays"); + + var program = wtu.setupProgram(gl, ['vshader', 'fshadernamedarray']); + if (!program) { + testFailed("could not compile shader with named uniform block arrays without error"); + return; + } + + var blockIndex = [gl.getUniformBlockIndex(program, "UBOData[0]"), + gl.getUniformBlockIndex(program, "UBOData[1]")]; + if (blockIndex[0] == gl.INVALID_INDEX || + blockIndex[1] == gl.INVALID_INDEX) { + testFailed("Could not query uniform block index"); + return; + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block indices without error"); + var blockSize = [gl.getActiveUniformBlockParameter(program, blockIndex[0], gl.UNIFORM_BLOCK_DATA_SIZE), + gl.getActiveUniformBlockParameter(program, blockIndex[1], gl.UNIFORM_BLOCK_DATA_SIZE)]; + if (blockSize[0] != blockSize[1]) { + testFailed("uniform block instance array with different block sizes"); + } + var uniformIndices = gl.getUniformIndices(program, ["UBOData.Red", "UBOData.Green", "UBOData.Blue"]); + if (uniformIndices < 3 || + uniformIndices[0] == gl.INVALID_INDEX || + uniformIndices[1] == gl.INVALID_INDEX || + uniformIndices[2] == gl.INVALID_INDEX) { + testFailed("Could not query uniform indices"); + return; + } + var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); + if (uniformOffsets.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) + { + return; + } + + var offsetAlignment = gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT); + var offset = Math.ceil(blockSize[0] / offsetAlignment) * offsetAlignment; + + var bufferSize = offset + blockSize[1]; + var uboArray = new ArrayBuffer(bufferSize); + var uboFloatView = new Float32Array(uboArray); + setRGBValuesToFloat32Array(uboFloatView, 1.0, 0.0, 0.0); + var uboFloatView2 = new Float32Array(uboArray, offset); + setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.0, 1.0); + + b1 = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, b1); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); + + var bindings = [4, 5]; + gl.uniformBlockBinding(program, blockIndex[0], bindings[0]); + gl.bindBufferRange(gl.UNIFORM_BUFFER, bindings[0], b1, 0, blockSize[0]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferRange without errors"); + gl.uniformBlockBinding(program, blockIndex[1], bindings[1]); + gl.bindBufferRange(gl.UNIFORM_BUFFER, bindings[1], b1, offset, blockSize[1]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferRange without errors"); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [127, 0, 127, 255], "draw call should set canvas to (0.5, 0, 0.5)", 2); + + debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); + setRGBValuesToFloat32Array(uboFloatView, 0.0, 1.0, 1.0); + setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.0, 1.0); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 127, 255, 255], "draw call should set canvas to (0, 0.5, 1)", 2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} + +function runNestedStructsDrawTest() { + debug(""); + debug("Testing drawing with nested struct inside uniform block. The wrapper struct is passed to a function."); + + var program = wtu.setupProgram(gl, ['vshader', 'fshadernestedstruct'], undefined, undefined, true); + if (!program) { + testFailed("Could not compile shader with nested structs without error"); + return; + } + + var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); + var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices = gl.getUniformIndices(program, ["UBOStruct.color.red", "UBOStruct.color.green", "UBOStruct.color.blue"]); + var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); + + if (uniformOffsets.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) + { + return; + } + + var uboArray = new ArrayBuffer(blockSize); + var uboFloatView = new Float32Array(uboArray); + setRGBValuesToFloat32Array(uboFloatView, 0.0, 1.0, 0.0); + + b1 = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, b1); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); + + var binding = 3; + gl.uniformBlockBinding(program, blockIndex, binding); + gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, b1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2); + + debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); + setRGBValuesToFloat32Array(uboFloatView, 0.0, 0.0, 1.0); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 0, 255, 255], "draw call should set canvas to blue", 2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} + +function runArrayOfStructsDrawTest() { + debug(""); + debug("Testing drawing with array of structs inside uniform block. A struct in the block is passed to a function."); + + var program = wtu.setupProgram(gl, ['vshader', 'fshaderarrayofstructs'], undefined, undefined, true); + if (!program) { + testFailed("Could not compile shader with an array of structs in an interface block without error"); + return; + } + + var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); + var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices = gl.getUniformIndices(program, ["UBOColors[0].red", "UBOColors[0].green", "UBOColors[0].blue"]); + var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + var uniformIndices_2 = gl.getUniformIndices(program, ["UBOColors[1].red", "UBOColors[1].green", "UBOColors[1].blue"]); + var uniformOffsets_2 = gl.getActiveUniforms(program, uniformIndices_2, gl.UNIFORM_OFFSET); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); + + if (uniformOffsets.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) + { + return; + } + if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets_2, uniformOffsets_2[0])) + { + return; + } + + var uboArray = new ArrayBuffer(blockSize); + var uboFloatView = new Float32Array(uboArray); + setRGBValuesToFloat32Array(uboFloatView, 0.0, 0.5, 0.0); + var uboFloatView2 = new Float32Array(uboArray, uniformOffsets_2[0]); + setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.5, 0.0); + + b1 = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, b1); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); + + var binding = 3; + gl.uniformBlockBinding(program, blockIndex, binding); + gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, b1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2); + + debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); + setRGBValuesToFloat32Array(uboFloatView, 1.0, 0.0, 0.0); + setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.0, 1.0); + gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); + + wtu.clearAndDrawUnitQuad(gl); + wtu.checkCanvas(gl, [255, 0, 255, 255], "draw call should set canvas to purple", 2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |