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| /* |
| ** Copyright (c) 2015 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
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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> |
| <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='fbadshader' type='x-shader/x-fragment'>#version 300 es |
| precision mediump float; |
| layout(location=0) out vec4 oColor; |
| |
| uniform UBOData { |
| float UBORed; |
| float UBOGreen; |
| float UBOBlue; |
| }; |
| |
| uniform Color { |
| float Red; |
| float UBOGreen; |
| float Blue; |
| }; |
| |
| void main() |
| { |
| oColor = vec4(UBORed * Red, UBOGreen * UBOGreen, UBOBlue * Blue, 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 { |
| float UBORed; |
| float UBOGreen; |
| float UBOBlue; |
| }; |
| |
| uniform UBOD { |
| float UBOR; |
| float UBOG; |
| float UBOB; |
| }; |
| |
| void main() |
| { |
| oColor = vec4(UBORed * UBOR, UBOGreen * UBOG, UBOBlue * UBOB, 1.0); |
| } |
| </script> |
| <script id='fshadernamed' type='x-shader/x-fragment'>#version 300 es |
| precision mediump float; |
| layout(location=0) out vec4 oColor; |
| |
| uniform UBOData { |
| float Red; |
| float Green; |
| float Blue; |
| } UBOA; |
| |
| void main() |
| { |
| oColor = vec4(UBOA.Red, UBOA.Green, UBOA.Blue, 1.0); |
| } |
| </script> |
| <script id='fshadernamedarray' type='x-shader/x-fragment'>#version 300 es |
| precision mediump float; |
| layout(location=0) out vec4 oColor; |
| |
| uniform UBOData { |
| float Red; |
| float Green; |
| float Blue; |
| } UBOA[2]; |
| |
| void main() |
| { |
| oColor = vec4((UBOA[0].Red + UBOA[1].Red) / 2.0, |
| (UBOA[0].Green + UBOA[1].Green) / 2.0, |
| (UBOA[0].Blue + UBOA[1].Blue) / 2.0, 1.0); |
| } |
| </script> |
| <script id='fshadernestedstruct' type='x-shader/x-fragment'>#version 300 es |
| precision mediump float; |
| layout(location=0) out vec4 oColor; |
| |
| struct color_t { |
| float red; |
| float green; |
| float blue; |
| }; |
| |
| struct wrapper_t { |
| color_t color; |
| }; |
| |
| uniform UBOData { |
| wrapper_t UBOStruct; |
| }; |
| |
| // This is intended to reproduce a specific ANGLE bug that triggers when the wrapper struct is passed to a function. |
| // https://bugs.chromium.org/p/angleproject/issues/detail?id=2084 |
| void processColor(wrapper_t wrapper) { |
| oColor = vec4(wrapper.color.red, wrapper.color.green, wrapper.color.blue, 1.0); |
| } |
| |
| void main() |
| { |
| processColor(UBOStruct); |
| } |
| </script> |
| <script id='fshaderarrayofstructs' type='x-shader/x-fragment'>#version 300 es |
| precision mediump float; |
| layout(location=0) out vec4 oColor; |
| |
| struct color_t { |
| float red; |
| float green; |
| float blue; |
| }; |
| |
| uniform UBOData { |
| color_t UBOColors[2]; |
| }; |
| |
| // This is intended to reproduce a specific ANGLE bug that triggers when a struct from an array of structs in an interface block is passed to a function. |
| // https://bugs.chromium.org/p/angleproject/issues/detail?id=2084 |
| vec3 processColor(color_t color) { |
| return vec3(color.red, color.green, color.blue); |
| } |
| |
| void main() |
| { |
| oColor = vec4(processColor(UBOColors[0]) + processColor(UBOColors[1]), 1.0); |
| } |
| </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 the functionality of the Uniform Buffer objects"); |
| |
| debug(""); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas, null, 2); |
| var b1 = null; |
| var b2 = null; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| wtu.setupUnitQuad(gl); |
| |
| runBindingTest(); |
| runBadShaderTest(); |
| runUniformBufferOffsetAlignmentTest(); |
| runDrawTest(); |
| runNamedDrawTest(); |
| runNamedArrayDrawTest(); |
| runNestedStructsDrawTest(); |
| runArrayOfStructsDrawTest(); |
| } |
| |
| function runBindingTest() { |
| debug(""); |
| debug("Testing uniform buffer binding behavior"); |
| shouldBeNull("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)"); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "UNIFORM_BUFFER_BINDING query should succeed"); |
| |
| debug("Testing basic uniform buffer binding and unbinding"); |
| b1 = gl.createBuffer(); |
| b2 = gl.createBuffer(); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "createBuffer should not set an error"); |
| shouldBeNonNull("b1"); |
| shouldBeNonNull("b2"); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to bind uniform buffer"); |
| shouldBe("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)", "b1"); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to update uniform buffer binding"); |
| shouldBe("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)", "b2"); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, null); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to unbind uniform buffer"); |
| |
| debug("Testing deleting uniform buffers"); |
| gl.deleteBuffer(b1); |
| gl.deleteBuffer(b2); |
| shouldBeNull("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)"); |
| |
| // Shouldn't be able to bind a deleted buffer. |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b2); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "binding a deleted buffer should generate INVALID_OPERATION"); |
| shouldBeNull("gl.getParameter(gl.UNIFORM_BUFFER_BINDING)"); |
| } |
| |
| function runBadShaderTest() { |
| debug(""); |
| var testProgram = wtu.setupProgram(gl, ['vshader', 'fbadshader']); |
| if (testProgram) { |
| testFailed("To define the same uniform in two uniform blocks should fail"); |
| } else { |
| testPassed("To define the same uniform in two uniform blocks should fail"); |
| } |
| } |
| |
| function runUniformBufferOffsetAlignmentTest() { |
| debug(""); |
| var offsetAlignment = gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT); |
| |
| if (offsetAlignment % 4 != 0) { |
| testFailed("Unexpected UNIFORM_BUFFER_OFFSET_ALIGNMENT - should be aligned on a 4-byte boundary"); |
| } else { |
| testPassed("UNIFORM_BUFFER_OFFSET_ALIGNMENT is divisible by four"); |
| } |
| } |
| |
| function setRGBValuesToFloat32Array(floatView, red, green, blue) { |
| floatView[0] = red; |
| floatView[1] = green; |
| floatView[2] = blue; |
| } |
| |
| function checkFloat32UniformOffsetsInStd140Layout(uniformOffsets, expectedInitialOffset) { |
| if (expectedInitialOffset === undefined) |
| { |
| expectedInitialOffset = 0; |
| } |
| // Verify that the uniform offsets are set according to the std140 layout, which WebGL enforces. |
| // This function checks this for 32-bit float values, which are expected to be tightly packed. |
| for (var i = 0; i < uniformOffsets.length; ++i) |
| { |
| if (uniformOffsets[i] != expectedInitialOffset + i * Float32Array.BYTES_PER_ELEMENT) |
| { |
| testFailed("Uniform offsets are not according to std140 layout"); |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| function runDrawTest() { |
| debug(""); |
| debug("Testing drawing with uniform buffers"); |
| |
| var program = wtu.setupProgram(gl, ['vshader', 'fshader']); |
| if (!program) { |
| testFailed("Could not compile shader with uniform blocks without error"); |
| return; |
| } |
| |
| var blockIndex_1 = gl.getUniformBlockIndex(program, "UBOData"); |
| var blockSize_1 = gl.getActiveUniformBlockParameter(program, blockIndex_1, gl.UNIFORM_BLOCK_DATA_SIZE); |
| var uniformIndices_1 = gl.getUniformIndices(program, ["UBORed", "UBOGreen", "UBOBlue"]); |
| var uniformOffsets_1 = gl.getActiveUniforms(program, uniformIndices_1, gl.UNIFORM_OFFSET); |
| var blockIndex_2 = gl.getUniformBlockIndex(program, "UBOD"); |
| var blockSize_2 = gl.getActiveUniformBlockParameter(program, blockIndex_2, gl.UNIFORM_BLOCK_DATA_SIZE); |
| var uniformIndices_2 = gl.getUniformIndices(program, ["UBOR", "UBOG", "UBOB"]); |
| var uniformOffsets_2 = gl.getActiveUniforms(program, uniformIndices_2, gl.UNIFORM_OFFSET); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); |
| |
| if (uniformOffsets_1.length < 3 || uniformOffsets_2.length < 3) { |
| testFailed("Could not query uniform offsets"); |
| return; |
| } |
| |
| if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets_1) || !checkFloat32UniformOffsetsInStd140Layout(uniformOffsets_2)) |
| { |
| return; |
| } |
| |
| var uboArray_1 = new ArrayBuffer(blockSize_1); |
| var uboFloatView_1 = new Float32Array(uboArray_1); |
| setRGBValuesToFloat32Array(uboFloatView_1, 1.0, 0.0, 0.0); // UBORed, UBOGreen, UBOBlue |
| var uboArray_2 = new ArrayBuffer(blockSize_2); |
| var uboFloatView_2 = new Float32Array(uboArray_2); |
| setRGBValuesToFloat32Array(uboFloatView_2, 1.0, 1.0, 1.0); // UBOR, UBOG, UBOB |
| |
| var b_1 = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b_1); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView_1, gl.DYNAMIC_DRAW); |
| var b_2 = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b_2); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView_2, gl.DYNAMIC_DRAW); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); |
| |
| var bindings = [1, 2]; |
| gl.uniformBlockBinding(program, blockIndex_1, bindings[0]); |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, bindings[0], b_1); |
| gl.uniformBlockBinding(program, blockIndex_2, bindings[1]); |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, bindings[1], b_2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); |
| |
| debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); |
| setRGBValuesToFloat32Array(uboFloatView_1, 0.0, 0.0, 1.0); // UBORed, UBOGreen, UBOBlue |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b_1); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView_1, gl.DYNAMIC_DRAW); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 0, 255, 255], "draw call should set canvas to blue", 2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| |
| function runNamedDrawTest() { |
| debug(""); |
| debug("Testing drawing with named uniform buffers"); |
| |
| var program = wtu.setupProgram(gl, ['vshader', 'fshadernamed']); |
| if (!program) { |
| testFailed("Could not compile shader with named uniform blocks without error"); |
| return; |
| } |
| |
| var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); |
| var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); |
| var uniformIndices = gl.getUniformIndices(program, ["UBOData.Red", "UBOData.Green", "UBOData.Blue"]); |
| var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); |
| |
| if (uniformOffsets.length < 3) { |
| testFailed("Could not query uniform offsets"); |
| return; |
| } |
| |
| if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) |
| { |
| return; |
| } |
| |
| var uboArray = new ArrayBuffer(blockSize); |
| var uboFloatView = new Float32Array(uboArray); |
| setRGBValuesToFloat32Array(uboFloatView, 1.0, 0.0, 0.0); |
| |
| b1 = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b1); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); |
| |
| var binding = 3; |
| gl.uniformBlockBinding(program, blockIndex, binding); |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, b1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); |
| |
| debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); |
| setRGBValuesToFloat32Array(uboFloatView, 0.0, 0.0, 1.0); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 0, 255, 255], "draw call should set canvas to blue", 2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| |
| function runNamedArrayDrawTest() { |
| debug(""); |
| debug("Testing drawing with named uniform buffer arrays"); |
| |
| var program = wtu.setupProgram(gl, ['vshader', 'fshadernamedarray']); |
| if (!program) { |
| testFailed("could not compile shader with named uniform block arrays without error"); |
| return; |
| } |
| |
| var blockIndex = [gl.getUniformBlockIndex(program, "UBOData[0]"), |
| gl.getUniformBlockIndex(program, "UBOData[1]")]; |
| if (blockIndex[0] == gl.INVALID_INDEX || |
| blockIndex[1] == gl.INVALID_INDEX) { |
| testFailed("Could not query uniform block index"); |
| return; |
| } |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block indices without error"); |
| var blockSize = [gl.getActiveUniformBlockParameter(program, blockIndex[0], gl.UNIFORM_BLOCK_DATA_SIZE), |
| gl.getActiveUniformBlockParameter(program, blockIndex[1], gl.UNIFORM_BLOCK_DATA_SIZE)]; |
| if (blockSize[0] != blockSize[1]) { |
| testFailed("uniform block instance array with different block sizes"); |
| } |
| var uniformIndices = gl.getUniformIndices(program, ["UBOData.Red", "UBOData.Green", "UBOData.Blue"]); |
| if (uniformIndices < 3 || |
| uniformIndices[0] == gl.INVALID_INDEX || |
| uniformIndices[1] == gl.INVALID_INDEX || |
| uniformIndices[2] == gl.INVALID_INDEX) { |
| testFailed("Could not query uniform indices"); |
| return; |
| } |
| var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); |
| if (uniformOffsets.length < 3) { |
| testFailed("Could not query uniform offsets"); |
| return; |
| } |
| |
| if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) |
| { |
| return; |
| } |
| |
| var offsetAlignment = gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT); |
| var offset = Math.ceil(blockSize[0] / offsetAlignment) * offsetAlignment; |
| |
| var bufferSize = offset + blockSize[1]; |
| var uboArray = new ArrayBuffer(bufferSize); |
| var uboFloatView = new Float32Array(uboArray); |
| setRGBValuesToFloat32Array(uboFloatView, 1.0, 0.0, 0.0); |
| var uboFloatView2 = new Float32Array(uboArray, offset); |
| setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.0, 1.0); |
| |
| b1 = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b1); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); |
| |
| var bindings = [4, 5]; |
| gl.uniformBlockBinding(program, blockIndex[0], bindings[0]); |
| gl.bindBufferRange(gl.UNIFORM_BUFFER, bindings[0], b1, 0, blockSize[0]); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferRange without errors"); |
| gl.uniformBlockBinding(program, blockIndex[1], bindings[1]); |
| gl.bindBufferRange(gl.UNIFORM_BUFFER, bindings[1], b1, offset, blockSize[1]); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferRange without errors"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [127, 0, 127, 255], "draw call should set canvas to (0.5, 0, 0.5)", 2); |
| |
| debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); |
| setRGBValuesToFloat32Array(uboFloatView, 0.0, 1.0, 1.0); |
| setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.0, 1.0); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 127, 255, 255], "draw call should set canvas to (0, 0.5, 1)", 2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| |
| function runNestedStructsDrawTest() { |
| debug(""); |
| debug("Testing drawing with nested struct inside uniform block. The wrapper struct is passed to a function."); |
| |
| var program = wtu.setupProgram(gl, ['vshader', 'fshadernestedstruct'], undefined, undefined, true); |
| if (!program) { |
| testFailed("Could not compile shader with nested structs without error"); |
| return; |
| } |
| |
| var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); |
| var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); |
| var uniformIndices = gl.getUniformIndices(program, ["UBOStruct.color.red", "UBOStruct.color.green", "UBOStruct.color.blue"]); |
| var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); |
| |
| if (uniformOffsets.length < 3) { |
| testFailed("Could not query uniform offsets"); |
| return; |
| } |
| |
| if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) |
| { |
| return; |
| } |
| |
| var uboArray = new ArrayBuffer(blockSize); |
| var uboFloatView = new Float32Array(uboArray); |
| setRGBValuesToFloat32Array(uboFloatView, 0.0, 1.0, 0.0); |
| |
| b1 = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b1); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); |
| |
| var binding = 3; |
| gl.uniformBlockBinding(program, blockIndex, binding); |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, b1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2); |
| |
| debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); |
| setRGBValuesToFloat32Array(uboFloatView, 0.0, 0.0, 1.0); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 0, 255, 255], "draw call should set canvas to blue", 2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| |
| function runArrayOfStructsDrawTest() { |
| debug(""); |
| debug("Testing drawing with array of structs inside uniform block. A struct in the block is passed to a function."); |
| |
| var program = wtu.setupProgram(gl, ['vshader', 'fshaderarrayofstructs'], undefined, undefined, true); |
| if (!program) { |
| testFailed("Could not compile shader with an array of structs in an interface block without error"); |
| return; |
| } |
| |
| var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); |
| var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); |
| var uniformIndices = gl.getUniformIndices(program, ["UBOColors[0].red", "UBOColors[0].green", "UBOColors[0].blue"]); |
| var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); |
| var uniformIndices_2 = gl.getUniformIndices(program, ["UBOColors[1].red", "UBOColors[1].green", "UBOColors[1].blue"]); |
| var uniformOffsets_2 = gl.getActiveUniforms(program, uniformIndices_2, gl.UNIFORM_OFFSET); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to query uniform block information without error"); |
| |
| if (uniformOffsets.length < 3) { |
| testFailed("Could not query uniform offsets"); |
| return; |
| } |
| |
| if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets)) |
| { |
| return; |
| } |
| if (!checkFloat32UniformOffsetsInStd140Layout(uniformOffsets_2, uniformOffsets_2[0])) |
| { |
| return; |
| } |
| |
| var uboArray = new ArrayBuffer(blockSize); |
| var uboFloatView = new Float32Array(uboArray); |
| setRGBValuesToFloat32Array(uboFloatView, 0.0, 0.5, 0.0); |
| var uboFloatView2 = new Float32Array(uboArray, uniformOffsets_2[0]); |
| setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.5, 0.0); |
| |
| b1 = gl.createBuffer(); |
| gl.bindBuffer(gl.UNIFORM_BUFFER, b1); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to set UBO data with no errors"); |
| |
| var binding = 3; |
| gl.uniformBlockBinding(program, blockIndex, binding); |
| gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, b1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be able to call bindBufferBase without errors"); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2); |
| |
| debug("Changing the data in the uniform buffer should automatically update the uniforms exposed to the draw call"); |
| setRGBValuesToFloat32Array(uboFloatView, 1.0, 0.0, 0.0); |
| setRGBValuesToFloat32Array(uboFloatView2, 0.0, 0.0, 1.0); |
| gl.bufferData(gl.UNIFORM_BUFFER, uboArray, gl.DYNAMIC_DRAW); |
| |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.checkCanvas(gl, [255, 0, 255, 255], "draw call should set canvas to purple", 2); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |