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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL uniform blocks containing arrays 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 vPosition;
void main() {
gl_Position = vPosition;
}
</script>
<script id="fshaderArraysOfStructs" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
struct light_t {
vec4 intensity;
};
const int maxLights = 2;
layout(std140) uniform lightData { light_t lights[maxLights]; };
vec4 processLight(vec4 lighting, light_t light)
{
return lighting + light.intensity;
}
void main()
{
vec4 lighting = vec4(0, 1, 0, 1);
for (int n = 0; n < maxLights; n++)
lighting = processLight(lighting, lights[n]);
my_FragColor = lighting;
}
</script>
<script id="fshaderArraysOfStructsContainingArrays" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
struct light_t {
vec4 intensity[3];
};
const int maxLights = 2;
layout(std140) uniform lightData { light_t lights[maxLights]; };
vec4 processLight(vec4 lighting, light_t light)
{
return lighting + light.intensity[1];
}
void main()
{
vec4 lighting = vec4(0, 1, 0, 1);
for (int n = 0; n < maxLights; n++)
lighting = processLight(lighting, lights[n]);
my_FragColor = lighting;
}
</script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description();
// GLSL ES 3.00.6 section 4.3.7:
// "Otherwise, built-in types, previously declared structures, and arrays of these are allowed as the type of a declarator in the same manner they are allowed outside a block."
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext(undefined, undefined, 2);
function runTest(fragShader, bufferFloatCount, shaderBlockDescription) {
debug('');
debug('Testing fragment shader with an uniform block containing ' + shaderBlockDescription);
var program = wtu.setupProgram(gl, ['vshader', fragShader], ['vPosition'], undefined, true);
if (!program) {
testFailed("Loading program failed");
return;
}
var blockIndex = gl.getUniformBlockIndex(program, "lightData");
var uniformBuffer = gl.createBuffer();
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, new Float32Array(bufferFloatCount), gl.DYNAMIC_READ);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformBuffer);
gl.uniformBlockBinding(program, blockIndex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from uniform buffer setup");
wtu.clearAndDrawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from draw");
wtu.checkCanvas(gl, [0, 255, 0, 255], 'should be green', 1);
}
if (!gl) {
testFailed("WebGL context creation failed");
} else {
wtu.setupUnitQuad(gl);
runTest("fshaderArraysOfStructs", 2 * 4, 'arrays of structs');
runTest("fshaderArraysOfStructsContainingArrays", 2 * 3 * 4, 'arrays of structs containing arrays');
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>