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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 draw with uniform blocks 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 a_vertex;
void main(void) {
gl_Position = a_vertex;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
layout (std140) uniform color_ubo {
vec4 color;
};
out vec4 fragColor;
void main(void) {
fragColor = color;
}
</script>
</head>
<body>
<canvas id="example" width="100", height="100"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example", undefined, 2);
function runTest() {
var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_vertex']);
var uboIndex = gl.INVALID_INDEX;
if (program)
uboIndex = gl.getUniformBlockIndex(program, "color_ubo");
if (!program || uboIndex == gl.INVALID_INDEX) {
testFailed("Loading program failed");
return;
}
testPassed("Loading program succeeded");
var vertices = new Float32Array([
-1, -1, 0,
1, -1, 0,
-1, 1, 0,
1, 1, 0
]);
var vertexBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuf);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var indexBuf = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array([ 0, 1, 2, 2, 1, 3 ]), gl.STATIC_DRAW);
var uboDataSize = gl.getActiveUniformBlockParameter(
program, uboIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
if (uboDataSize == 0) {
testFailed("uniform block data size invalid");
return;
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from setup");
debug("draw lower triangle - should be red");
var uboBuf1 = gl.createBuffer();
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uboBuf1);
gl.bufferData(gl.UNIFORM_BUFFER, uboDataSize, gl.STATIC_DRAW);
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, new Float32Array([ 1, 0, 0, 1 ]));
gl.uniformBlockBinding(program, uboIndex, 0);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from draw");
// Resize the buffer - triggers a re-allocation in the D3D11 back-end.
debug("draw upper triangle - should be green");
var bigData = new Float32Array(128 * 4);
bigData.set([ 0, 1, 0, 1 ]);
gl.bufferData(gl.UNIFORM_BUFFER, bigData, gl.STATIC_DRAW);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No errors from draw");
var width = 100, height = 100;
wtu.checkCanvasRectColor(gl, 0, 0, width/2-5, height/2-5, [255, 0, 0, 255], 2,
function() { testPassed("lower left should be red"); },
function() { testFailed("lower left should be red"); });
wtu.checkCanvasRectColor(gl, width/2+5, height/2+5, width/2-5, height/2-5, [0, 255, 0, 255], 2,
function() { testPassed("top right should be green"); },
function() { testFailed("top right should be green"); });
}
if (!gl) {
testFailed("WebGL context creation failed");
} else {
testPassed("WebGL context creation succeeded");
runTest();
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>