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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Uniform Buffers State Restoration 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='fshader' type='x-shader/x-fragment'>#version 300 es
precision mediump float;
layout(location=0) out vec4 oColor;
uniform UBOData {
vec4 uboColor;
};
void main()
{
oColor = uboColor;
}
</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 is a regression test verifying that uniform buffer bindings persist correctly across frames: <a href='http://crbug.com/722060'>crbug.com/722060</a>");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
var greenBuf = null;
var throwawayBuf = null;
var red = new Float32Array([1, 0, 0, 1]);
var green = new Float32Array([0, 1, 0, 1]);
var frame = 0;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
initTest();
wtu.waitForComposite(runTest);
}
function initTest() {
wtu.setupUnitQuad(gl);
var program = wtu.setupProgram(gl, ['vshader', 'fshader']);
if (!program) {
testFailed("Could not compile shader with uniform blocks without error");
return;
}
var uboLocation = gl.getUniformBlockIndex(program, "UBOData");
gl.uniformBlockBinding(program, uboLocation, 0);
greenBuf = gl.createBuffer();
throwawayBuf = gl.createBuffer();
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "createBuffer should not set an error");
// Bind uniform buffer (both index 0 AND generic binding points) to greenBuf
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, greenBuf);
gl.bufferData(gl.UNIFORM_BUFFER, green, gl.STATIC_DRAW);
// Bind throwaray uniform buffer (from only the generic binding point)
gl.bindBuffer(gl.UNIFORM_BUFFER, throwawayBuf);
}
function runTest() {
// ONLY the binding point at index 0 (not the generic binding point) should be greenBuf.
// (The generic binding point should point at throwawayBuf.)
// So this bufferData should go into throwawayBuf.
gl.bufferData(gl.UNIFORM_BUFFER, red, gl.STATIC_DRAW);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "draw call should set canvas to green", 2);
finishTest();
}
debug("");
var successfullyParsed = true;
</script>
</body>
</html>