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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/uniforms/query-uniform-blocks-after-shader-detach.html | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/uniforms/query-uniform-blocks-after-shader-detach.html b/dom/canvas/test/webgl-conf/checkout/conformance2/uniforms/query-uniform-blocks-after-shader-detach.html new file mode 100644 index 0000000000..24c7060e5c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/uniforms/query-uniform-blocks-after-shader-detach.html @@ -0,0 +1,93 @@ +<!-- +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 + +in vec4 position; + +uniform localInputs +{ + mat4 projectionModelViewMatrix; +}; + +void main () +{ + gl_Position = projectionModelViewMatrix * position; +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es + +out lowp vec4 resultColor; + +void main() +{ + resultColor = vec4(0,1,0,1); +} +</script> +</head> +<body> +<div id="description"></div> +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script> +// Adopted from the test case provided in crbug.com/735784 +"use strict"; +description("This tests UBO block lookups still work after detaching shaders"); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); + +function runTest(gl) { + var program = wtu.loadProgramFromScript(gl, "vshader", "fshader"); + if (!program) { + testFailed("Loading program failed"); + return; + } + + var shaders = gl.getAttachedShaders(program); + if (!shaders || shaders.length != 2) { + testFailed("getAttachedShaders failed"); + return; + } + gl.detachShader (program, shaders[0]); + gl.detachShader (program, shaders[1]); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up"); + + var index = gl.getUniformBlockIndex(program, "localInputs"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from getUniformBlockIndex"); + if (index == gl.INVALID_INDEX) { + testFailed("getUniformBlockIndex returns INVALID_INDEX"); + } else { + testPassed("getUniformBlockIndex returns valid index"); + } +} + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + runTest(gl); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |