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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Re-Compile and Re-link Shader conformance test.</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> |
| <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute float column; |
| attribute float height; |
| uniform float position; |
| void main() { |
| gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1); |
| } |
| </script> |
| |
| <script id="fshader1" type="x-shader/x-fragment"> |
| precision mediump float; |
| void main() { |
| gl_FragColor = vec4(1,0,0,1); |
| } |
| </script> |
| <script id="fshader2" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform float foobar; |
| void main() { |
| gl_FragColor = vec4(1,0,foobar,1); |
| } |
| </script> |
| <script id="vshaderB" type="not-js"> |
| attribute vec2 position; |
| varying vec2 v_texCoord; |
| void main() { |
| gl_Position = vec4(position, 0, 1); |
| v_texCoord = vec2(position * 0.5 + 0.5); |
| } |
| </script> |
| <script id="fshaderB" type="not-js"> |
| precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D tex; |
| void main() { |
| gl_FragColor = texture2D(tex, v_texCoord); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| description(document.title); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("example"); |
| |
| var vsSource = document.getElementById("vshader").text; |
| var fs1Source = document.getElementById("fshader1").text; |
| var fs2Source = document.getElementById("fshader2").text; |
| |
| var vsSourceB = document.getElementById("vshaderB").text; |
| var fsSourceB = document.getElementById("fshaderB").text; |
| |
| var vShader = gl.createShader(gl.VERTEX_SHADER); |
| var fShader = gl.createShader(gl.FRAGMENT_SHADER); |
| |
| var vShaderB = gl.createShader(gl.VERTEX_SHADER); |
| var fShaderB = gl.createShader(gl.FRAGMENT_SHADER); |
| |
| var program = gl.createProgram(); |
| var programB = gl.createProgram(); |
| |
| gl.attachShader(program, vShader); |
| gl.attachShader(program, fShader); |
| |
| gl.attachShader(programB, vShaderB); |
| gl.attachShader(programB, fShaderB); |
| |
| var success; |
| var shader; |
| |
| function checkShaderStatus(s) { |
| shader = s; |
| shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
| if (!success) { |
| debug("error: " + gl.getShaderInfoLog()); |
| } |
| } |
| |
| var prg; |
| function checkProgramStatus(p) { |
| prg = p; |
| shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)"); |
| if (!success) { |
| debug("error: " + gl.getProgramInfoLog(prg)); |
| } |
| } |
| |
| for (var i = 0; i < 10; ++i) { |
| gl.shaderSource(vShader, vsSource); |
| gl.compileShader(vShader); |
| checkShaderStatus(vShader) |
| gl.shaderSource(fShader, fs1Source); |
| gl.compileShader(fShader); |
| checkShaderStatus(fShader) |
| |
| gl.linkProgram(program); |
| checkProgramStatus(program) |
| gl.useProgram(program); |
| |
| gl.shaderSource(vShaderB, vsSourceB); |
| gl.compileShader(vShaderB); |
| checkShaderStatus(vShaderB) |
| gl.shaderSource(fShaderB, fsSourceB); |
| gl.compileShader(fShaderB); |
| checkShaderStatus(fShaderB) |
| |
| gl.linkProgram(programB); |
| checkProgramStatus(programB) |
| |
| gl.useProgram(programB); |
| } |
| |
| for (var i = 0; i < 10; ++i) { |
| // Now change the fragment shader |
| gl.shaderSource(fShader, fs2Source); |
| gl.compileShader(fShader); |
| checkShaderStatus(fShader) |
| |
| // And re-link |
| gl.linkProgram(program); |
| checkProgramStatus(program) |
| } |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |