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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Uniform Buffers should work on second compile</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 vec4 position; |
| layout(std140, column_major) uniform Uniforms1 { |
| mat4 transform; |
| }; |
| out vec3 vColor; |
| |
| void main() { |
| gl_Position = transform * position; |
| } |
| </script> |
| <script id='fshader' type='x-shader/x-fragment'> |
| #version 300 es |
| precision highp float; |
| |
| layout(std140) uniform Uniforms2 { |
| vec4 color; |
| }; |
| out vec4 fragColor; |
| |
| void main(){ |
| fragColor = color; |
| } |
| </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 that getUniformBlockIndex isn't broken on second compile."); |
| |
| debug("This is a regression test for <a href='http://crbug.com/716018'>http://crbug.com/716018</a>"); |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas, null, 2); |
| |
| // Initialize |
| gl.clearColor(0, 0, 0, 1); |
| var vsSource = document.getElementById("vshader").text.trim(); |
| var fsSource = document.getElementById("fshader").text.trim(); |
| |
| function runTest() { |
| // Run twice to make sure that the second build does not cause errors |
| // (i.e. due to caching). |
| for (var i = 0; i < 2; ++i) { |
| debug("Compile/test iteration " + i); |
| |
| var vertexShader = gl.createShader(gl.VERTEX_SHADER); |
| gl.shaderSource(vertexShader, vsSource); |
| gl.compileShader(vertexShader); |
| // Note: if COMPILE_STATUS is retrieved here, it hides the bug. |
| |
| var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); |
| gl.shaderSource(fragmentShader, fsSource); |
| gl.compileShader(fragmentShader); |
| // Note: if COMPILE_STATUS is retrieved here, it hides the bug. |
| |
| var program = gl.createProgram(); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| gl.linkProgram(program); |
| |
| gl.useProgram(program); |
| |
| var uniforms1Location = gl.getUniformBlockIndex(program, "Uniforms1"); |
| gl.uniformBlockBinding(program, uniforms1Location, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms1Location was " + uniforms1Location); |
| |
| var uniforms2Location = gl.getUniformBlockIndex(program, "Uniforms2"); |
| gl.uniformBlockBinding(program, uniforms2Location, 1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms2Location was " + uniforms2Location); |
| |
| debug(""); |
| } |
| } |
| |
| runTest(); |
| |
| var successfullyParsed = true; |
| </script> |
| |
| <script src="../../js/js-test-post.js"></script> |
| </body> |
| </html> |