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| |
| <!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> |
| </head> |
| <body> |
| <div id="description"></div> |
| <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex">#version 300 es |
| in vec4 position; |
| void main() |
| { |
| gl_Position = position; |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| uniform uni { |
| vec4 color; |
| }; |
| |
| out vec4 fragColor; |
| |
| void main() |
| { |
| fragColor = color; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("This test covers ANGLE bugs when using a large uniform blocks. ANGLE would confuse an internal clipped uniform buffer size and produce an assert or error. Also there were issues with readback of large UBOs. See http://crbug.com/660670."); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas, null, 2); |
| var quadVB; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| debug(""); |
| debug("Testing uniform block with large data store"); |
| runTest(); |
| |
| debug(""); |
| debug("Testing readback on uniform block with large data store"); |
| runReadbackTest(); |
| } |
| |
| function getQuadVerts(depth) { |
| var quadVerts = new Float32Array(3 * 6); |
| quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth; |
| quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth; |
| quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth; |
| quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth; |
| quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth; |
| quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth; |
| return quadVerts; |
| } |
| |
| function drawQuad(depth) { |
| if (!quadVB) { |
| quadVB = gl.createBuffer() |
| } |
| |
| var quadVerts = getQuadVerts(depth); |
| |
| gl.bindBuffer(gl.ARRAY_BUFFER, quadVB); |
| gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0); |
| gl.enableVertexAttribArray(0); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| } |
| |
| function runTest() { |
| |
| // Create the program |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]); |
| if (!program) { |
| testFailed("Failed to set up the program"); |
| return; |
| } |
| |
| // Init uniform buffer. To trigger the bug, it's necessary to use the |
| // DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally |
| // with an incorrect copy size. |
| var ubo = gl.createBuffer(); |
| var big_size = 4096 * 64; |
| var data = new Float32Array([0.5, 0.75, 0.25, 1.0]); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, ubo); |
| gl.bufferData(gl.UNIFORM_BUFFER, big_size, gl.DYNAMIC_DRAW); |
| gl.bufferSubData(gl.UNIFORM_BUFFER, 0, data); |
| |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo); |
| var buffer_index = gl.getUniformBlockIndex(program, "uni"); |
| if (buffer_index == -1) { |
| testFailed("Failed to get uniform block index"); |
| return; |
| } |
| gl.uniformBlockBinding(program, buffer_index, 0); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed"); |
| |
| // Draw the quad |
| gl.useProgram(program); |
| drawQuad(0.5); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed"); |
| |
| // Verify the output color |
| var color = [127, 191, 64, 255]; |
| wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1); |
| } |
| |
| function runReadbackTest() { |
| |
| // Create the program |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]); |
| if (!program) { |
| testFailed("Failed to set up the program"); |
| return; |
| } |
| |
| // Init uniform buffer. To trigger the bug, it's necessary to use the |
| // DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally |
| // with an incorrect copy size. |
| var ubo = gl.createBuffer(); |
| var num_floats = 4096 * 16; |
| var expected_data = new Float32Array(num_floats); |
| for (var index = 0; index < num_floats; ++index) { |
| expected_data[index] = index; |
| } |
| |
| expected_data[0] = 0.5; |
| expected_data[1] = 0.75; |
| expected_data[2] = 0.25; |
| expected_data[3] = 1.0; |
| |
| gl.bindBuffer(gl.UNIFORM_BUFFER, ubo); |
| gl.bufferData(gl.UNIFORM_BUFFER, expected_data, gl.DYNAMIC_DRAW); |
| gl.bufferSubData(gl.UNIFORM_BUFFER, 0, expected_data); |
| |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo); |
| var buffer_index = gl.getUniformBlockIndex(program, "uni"); |
| if (buffer_index == -1) { |
| testFailed("Failed to get uniform block index"); |
| return; |
| } |
| gl.uniformBlockBinding(program, buffer_index, 0); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed"); |
| |
| // Draw the quad |
| gl.useProgram(program); |
| drawQuad(0.5); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed"); |
| |
| // Verify the output color |
| var color = [127, 191, 64, 255]; |
| wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1); |
| |
| // Verify readback |
| var actual_data = new Float32Array(num_floats); |
| gl.getBufferSubData(gl.UNIFORM_BUFFER, 0, actual_data); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Readback from uniform block should succeed"); |
| |
| for (var index = 0; index < num_floats; ++index) { |
| if (actual_data[index] != expected_data[index]) { |
| testFailed("Expected and actual buffer data do not match"); |
| return; |
| } |
| } |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |