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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL uniform blocks containing arrays 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 vPosition; |
| void main() { |
| gl_Position = vPosition; |
| } |
| </script> |
| <script id="fshaderArraysOfStructs" type="x-shader/x-fragment">#version 300 es |
| precision highp float; |
| out vec4 my_FragColor; |
| struct light_t { |
| vec4 intensity; |
| }; |
| const int maxLights = 2; |
| layout(std140) uniform lightData { light_t lights[maxLights]; }; |
| vec4 processLight(vec4 lighting, light_t light) |
| { |
| return lighting + light.intensity; |
| } |
| void main() |
| { |
| vec4 lighting = vec4(0, 1, 0, 1); |
| for (int n = 0; n < maxLights; n++) |
| lighting = processLight(lighting, lights[n]); |
| my_FragColor = lighting; |
| } |
| </script> |
| <script id="fshaderArraysOfStructsContainingArrays" type="x-shader/x-fragment">#version 300 es |
| precision highp float; |
| out vec4 my_FragColor; |
| struct light_t { |
| vec4 intensity[3]; |
| }; |
| const int maxLights = 2; |
| layout(std140) uniform lightData { light_t lights[maxLights]; }; |
| vec4 processLight(vec4 lighting, light_t light) |
| { |
| return lighting + light.intensity[1]; |
| } |
| void main() |
| { |
| vec4 lighting = vec4(0, 1, 0, 1); |
| for (int n = 0; n < maxLights; n++) |
| lighting = processLight(lighting, lights[n]); |
| my_FragColor = lighting; |
| } |
| </script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| description(); |
| |
| // GLSL ES 3.00.6 section 4.3.7: |
| // "Otherwise, built-in types, previously declared structures, and arrays of these are allowed as the type of a declarator in the same manner they are allowed outside a block." |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext(undefined, undefined, 2); |
| |
| function runTest(fragShader, bufferFloatCount, shaderBlockDescription) { |
| debug(''); |
| debug('Testing fragment shader with an uniform block containing ' + shaderBlockDescription); |
| var program = wtu.setupProgram(gl, ['vshader', fragShader], ['vPosition'], undefined, true); |
| if (!program) { |
| testFailed("Loading program failed"); |
| return; |
| } |
| var blockIndex = gl.getUniformBlockIndex(program, "lightData"); |
| |
| var uniformBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, uniformBuffer); |
| gl.bufferData(gl.UNIFORM_BUFFER, new Float32Array(bufferFloatCount), gl.DYNAMIC_READ); |
| |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformBuffer); |
| gl.uniformBlockBinding(program, blockIndex, 0); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from uniform buffer setup"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from draw"); |
| |
| wtu.checkCanvas(gl, [0, 255, 0, 255], 'should be green', 1); |
| } |
| |
| if (!gl) { |
| testFailed("WebGL context creation failed"); |
| } else { |
| wtu.setupUnitQuad(gl); |
| runTest("fshaderArraysOfStructs", 2 * 4, 'arrays of structs'); |
| runTest("fshaderArraysOfStructsContainingArrays", 2 * 3 * 4, 'arrays of structs containing arrays'); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |