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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Uniform Buffers State Restoration 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 |
| layout(location=0) in vec3 p; |
| void main() |
| { |
| gl_Position = vec4(p.xyz, 1.0); |
| } |
| </script> |
| <script id='fshader' type='x-shader/x-fragment'>#version 300 es |
| precision mediump float; |
| layout(location=0) out vec4 oColor; |
| |
| uniform UBOData { |
| vec4 uboColor; |
| }; |
| |
| void main() |
| { |
| oColor = uboColor; |
| } |
| </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 is a regression test verifying that uniform buffer bindings persist correctly across frames: <a href='http://crbug.com/722060'>crbug.com/722060</a>"); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas, null, 2); |
| var greenBuf = null; |
| var throwawayBuf = null; |
| var red = new Float32Array([1, 0, 0, 1]); |
| var green = new Float32Array([0, 1, 0, 1]); |
| var frame = 0; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| initTest(); |
| wtu.waitForComposite(runTest); |
| } |
| |
| function initTest() { |
| wtu.setupUnitQuad(gl); |
| |
| var program = wtu.setupProgram(gl, ['vshader', 'fshader']); |
| if (!program) { |
| testFailed("Could not compile shader with uniform blocks without error"); |
| return; |
| } |
| var uboLocation = gl.getUniformBlockIndex(program, "UBOData"); |
| gl.uniformBlockBinding(program, uboLocation, 0); |
| |
| greenBuf = gl.createBuffer(); |
| throwawayBuf = gl.createBuffer(); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "createBuffer should not set an error"); |
| |
| // Bind uniform buffer (both index 0 AND generic binding points) to greenBuf |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, greenBuf); |
| gl.bufferData(gl.UNIFORM_BUFFER, green, gl.STATIC_DRAW); |
| // Bind throwaray uniform buffer (from only the generic binding point) |
| gl.bindBuffer(gl.UNIFORM_BUFFER, throwawayBuf); |
| } |
| |
| function runTest() { |
| // ONLY the binding point at index 0 (not the generic binding point) should be greenBuf. |
| // (The generic binding point should point at throwawayBuf.) |
| // So this bufferData should go into throwawayBuf. |
| gl.bufferData(gl.UNIFORM_BUFFER, red, gl.STATIC_DRAW); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2); |
| finishTest(); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| |
| </body> |
| </html> |