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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 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>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in vec4 position;
void main()
{
gl_Position = position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
uniform uni {
vec4 color;
};
out vec4 fragColor;
void main()
{
fragColor = color;
}
</script>
<script>
"use strict";
description("This test covers ANGLE bugs when using a large uniform blocks. ANGLE would confuse an internal clipped uniform buffer size and produce an assert or error. Also there were issues with readback of large UBOs. See http://crbug.com/660670.");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
var quadVB;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
debug("");
debug("Testing uniform block with large data store");
runTest();
debug("");
debug("Testing readback on uniform block with large data store");
runReadbackTest();
}
function getQuadVerts(depth) {
var quadVerts = new Float32Array(3 * 6);
quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth;
quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth;
quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth;
quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth;
quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth;
quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth;
return quadVerts;
}
function drawQuad(depth) {
if (!quadVB) {
quadVB = gl.createBuffer()
}
var quadVerts = getQuadVerts(depth);
gl.bindBuffer(gl.ARRAY_BUFFER, quadVB);
gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
gl.enableVertexAttribArray(0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function runTest() {
// Create the program
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]);
if (!program) {
testFailed("Failed to set up the program");
return;
}
// Init uniform buffer. To trigger the bug, it's necessary to use the
// DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally
// with an incorrect copy size.
var ubo = gl.createBuffer();
var big_size = 4096 * 64;
var data = new Float32Array([0.5, 0.75, 0.25, 1.0]);
gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
gl.bufferData(gl.UNIFORM_BUFFER, big_size, gl.DYNAMIC_DRAW);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, data);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo);
var buffer_index = gl.getUniformBlockIndex(program, "uni");
if (buffer_index == -1) {
testFailed("Failed to get uniform block index");
return;
}
gl.uniformBlockBinding(program, buffer_index, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed");
// Draw the quad
gl.useProgram(program);
drawQuad(0.5);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed");
// Verify the output color
var color = [127, 191, 64, 255];
wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1);
}
function runReadbackTest() {
// Create the program
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]);
if (!program) {
testFailed("Failed to set up the program");
return;
}
// Init uniform buffer. To trigger the bug, it's necessary to use the
// DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally
// with an incorrect copy size.
var ubo = gl.createBuffer();
var num_floats = 4096 * 16;
var expected_data = new Float32Array(num_floats);
for (var index = 0; index < num_floats; ++index) {
expected_data[index] = index;
}
expected_data[0] = 0.5;
expected_data[1] = 0.75;
expected_data[2] = 0.25;
expected_data[3] = 1.0;
gl.bindBuffer(gl.UNIFORM_BUFFER, ubo);
gl.bufferData(gl.UNIFORM_BUFFER, expected_data, gl.DYNAMIC_DRAW);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, expected_data);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo);
var buffer_index = gl.getUniformBlockIndex(program, "uni");
if (buffer_index == -1) {
testFailed("Failed to get uniform block index");
return;
}
gl.uniformBlockBinding(program, buffer_index, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed");
// Draw the quad
gl.useProgram(program);
drawQuad(0.5);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed");
// Verify the output color
var color = [127, 191, 64, 255];
wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1);
// Verify readback
var actual_data = new Float32Array(num_floats);
gl.getBufferSubData(gl.UNIFORM_BUFFER, 0, actual_data);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Readback from uniform block should succeed");
for (var index = 0; index < num_floats; ++index) {
if (actual_data[index] != expected_data[index]) {
testFailed("Expected and actual buffer data do not match");
return;
}
}
}
debug("");
var successfullyParsed = true;
</script>
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