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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
in vec4 position;
uniform localInputs
{
mat4 projectionModelViewMatrix;
};
void main ()
{
gl_Position = projectionModelViewMatrix * position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
out lowp vec4 resultColor;
void main()
{
resultColor = vec4(0,1,0,1);
}
</script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<script>
// Adopted from the test case provided in crbug.com/735784
"use strict";
description("This tests UBO block lookups still work after detaching shaders");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
function runTest(gl) {
var program = wtu.loadProgramFromScript(gl, "vshader", "fshader");
if (!program) {
testFailed("Loading program failed");
return;
}
var shaders = gl.getAttachedShaders(program);
if (!shaders || shaders.length != 2) {
testFailed("getAttachedShaders failed");
return;
}
gl.detachShader (program, shaders[0]);
gl.detachShader (program, shaders[1]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up");
var index = gl.getUniformBlockIndex(program, "localInputs");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from getUniformBlockIndex");
if (index == gl.INVALID_INDEX) {
testFailed("getUniformBlockIndex returns INVALID_INDEX");
} else {
testPassed("getUniformBlockIndex returns valid index");
}
}
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
runTest(gl);
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>