uniform-buffers-second-compile.html (3053B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <title>WebGL Uniform Buffers should work on second compile</title> 12 <link rel="stylesheet" href="../../resources/js-test-style.css"/> 13 <script src="../../js/js-test-pre.js"></script> 14 <script src="../../js/webgl-test-utils.js"></script> 15 <script id='vshader' type='x-shader/x-vertex'> 16 #version 300 es 17 18 layout(location=0) in vec4 position; 19 layout(std140, column_major) uniform Uniforms1 { 20 mat4 transform; 21 }; 22 out vec3 vColor; 23 24 void main() { 25 gl_Position = transform * position; 26 } 27 </script> 28 <script id='fshader' type='x-shader/x-fragment'> 29 #version 300 es 30 precision highp float; 31 32 layout(std140) uniform Uniforms2 { 33 vec4 color; 34 }; 35 out vec4 fragColor; 36 37 void main(){ 38 fragColor = color; 39 } 40 </script> 41 </head> 42 <body> 43 <div id="description"></div> 44 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> 45 <div id="console"></div> 46 <script> 47 "use strict"; 48 description("This test verifies that getUniformBlockIndex isn't broken on second compile."); 49 50 debug("This is a regression test for <a href='http://crbug.com/716018'>http://crbug.com/716018</a>"); 51 debug(""); 52 53 var wtu = WebGLTestUtils; 54 var canvas = document.getElementById("canvas"); 55 var gl = wtu.create3DContext(canvas, null, 2); 56 57 // Initialize 58 gl.clearColor(0, 0, 0, 1); 59 var vsSource = document.getElementById("vshader").text.trim(); 60 var fsSource = document.getElementById("fshader").text.trim(); 61 62 function runTest() { 63 // Run twice to make sure that the second build does not cause errors 64 // (i.e. due to caching). 65 for (var i = 0; i < 2; ++i) { 66 debug("Compile/test iteration " + i); 67 68 var vertexShader = gl.createShader(gl.VERTEX_SHADER); 69 gl.shaderSource(vertexShader, vsSource); 70 gl.compileShader(vertexShader); 71 // Note: if COMPILE_STATUS is retrieved here, it hides the bug. 72 73 var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); 74 gl.shaderSource(fragmentShader, fsSource); 75 gl.compileShader(fragmentShader); 76 // Note: if COMPILE_STATUS is retrieved here, it hides the bug. 77 78 var program = gl.createProgram(); 79 gl.attachShader(program, vertexShader); 80 gl.attachShader(program, fragmentShader); 81 gl.linkProgram(program); 82 83 gl.useProgram(program); 84 85 var uniforms1Location = gl.getUniformBlockIndex(program, "Uniforms1"); 86 gl.uniformBlockBinding(program, uniforms1Location, 0); 87 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms1Location was " + uniforms1Location); 88 89 var uniforms2Location = gl.getUniformBlockIndex(program, "Uniforms2"); 90 gl.uniformBlockBinding(program, uniforms2Location, 1); 91 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "uniforms2Location was " + uniforms2Location); 92 93 debug(""); 94 } 95 } 96 97 runTest(); 98 99 var successfullyParsed = true; 100 </script> 101 102 <script src="../../js/js-test-post.js"></script> 103 </body> 104 </html>