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<!DOCTYPE html>
<html>
<head>
<title>WebGL GLSL uniform sampler2D array unused element test.</title>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"> </script>
<script src="resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="256" height="16" style="width: 256px; height: 48px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
description("Test that GLSL uniform sampler2D arrays work in presence of unused elements.");
// Test for a bug where unused elements in a sampler array caused the used elements be
// marked unused and thus the bingins were not consider not part of the rendering state.
const wtu = WebGLTestUtils;
const maxTestedArrayLength = 4;
const setupTextureFragmentWithUnusedSamplerArrayShader = function(gl, usedArrayElement) {
const s = [
'precision mediump float;',
`uniform sampler2D tex[${maxTestedArrayLength}];`,
'varying vec2 texCoord;',
'void main() {',
` gl_FragData[0] = texture2D(tex[${usedArrayElement}], texCoord);`,
'}'].join('\n');
return loadShader(gl, s, gl.FRAGMENT_SHADER);
};
const setupTextureProgramWithUnusedSamplerArray = function(
gl, usedArrayElement, opt_positionLocation, opt_texcoordLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_texcoordLocation = opt_texcoordLocation || 1;
const vs = wtu.setupSimpleTextureVertexShader(gl);
const fs = setupTextureFragmentWithUnusedSamplerArrayShader(gl, usedArrayElement);
if (!vs || !fs) {
return null;
}
const program = wtu.setupProgram(
gl,
[vs, fs],
['vPosition', 'texCoord0'],
[opt_positionLocation, opt_texcoordLocation]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
const checkCanvasPixelSilentPass = function(gl, expectedColor, msg) {
const pass = () => {};
const fail = () => { testFailed(msg); };
wtu.checkCanvasRectColor(gl, 0, 0, 1, 1, expectedColor, 0, pass, fail, debug);
};
const canvas = document.getElementById("example");
const gl = wtu.create3DContext(canvas);
wtu.setupUnitQuad(gl);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE,
new Uint8Array([0, 255, 0]));
gl.bindTexture(gl.TEXTURE_2D, null);
const maxTextureImageUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
for (let testArrayElement = 0;
testArrayElement < maxTestedArrayLength; ++testArrayElement) {
const program = setupTextureProgramWithUnusedSamplerArray(gl, testArrayElement);
const loc = gl.getUniformLocation(program, `tex[${testArrayElement}]`);
gl.deleteProgram(program);
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup");
for (let ii = 0; ii < maxTextureImageUnits; ++ii) {
gl.uniform1i(loc, ii);
gl.activeTexture(gl.TEXTURE0 + ii);
gl.bindTexture(gl.TEXTURE_2D, tex);
wtu.drawQuad(gl, [1.0, 0, 0, 1.0]);
checkCanvasPixelSilentPass(gl, [0, 255, 0, 255],
'Can draw with the shader that has unused samplers in an array.' +
`Used sampler: ${testArrayElement}, texture unit: ${ii}`);
gl.bindTexture(gl.TEXTURE_2D, null);
}
}
</script>
</body>
</html>