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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /devtools/client/shadereditor/test/browser_webgl-actor-test-08.js
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'devtools/client/shadereditor/test/browser_webgl-actor-test-08.js')
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diff --git a/devtools/client/shadereditor/test/browser_webgl-actor-test-08.js b/devtools/client/shadereditor/test/browser_webgl-actor-test-08.js
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+++ b/devtools/client/shadereditor/test/browser_webgl-actor-test-08.js
@@ -0,0 +1,37 @@
+/* Any copyright is dedicated to the Public Domain.
+ http://creativecommons.org/publicdomain/zero/1.0/ */
+
+/**
+ * Tests that the rendering is updated when a varying variable is
+ * changed in one shader.
+ */
+
+function* ifWebGLSupported() {
+ let { target, front } = yield initBackend(SIMPLE_CANVAS_URL);
+ front.setup({ reload: true });
+
+ let programActor = yield once(front, "program-linked");
+ let vertexShader = yield programActor.getVertexShader();
+ let fragmentShader = yield programActor.getFragmentShader();
+
+ let oldVertSource = yield vertexShader.getText();
+ let newVertSource = oldVertSource.replace("= aVertexColor", "= vec3(0, 0, 1)");
+ let status = yield vertexShader.compile(newVertSource);
+ ok(!status,
+ "The new vertex shader source was compiled without errors.");
+
+ yield front.waitForFrame();
+ yield ensurePixelIs(front, { x: 0, y: 0 }, { r: 0, g: 0, b: 255, a: 255 }, true);
+ yield ensurePixelIs(front, { x: 128, y: 128 }, { r: 0, g: 0, b: 255, a: 255 }, true);
+ yield ensurePixelIs(front, { x: 511, y: 511 }, { r: 0, g: 0, b: 255, a: 255 }, true);
+
+ let vertSource = yield vertexShader.getText();
+ let fragSource = yield fragmentShader.getText();
+ ok(vertSource.includes("vFragmentColor = vec3(0, 0, 1);"),
+ "The vertex shader source is correct after changing it.");
+ ok(fragSource.includes("gl_FragColor = vec4(vFragmentColor, 1.0);"),
+ "The fragment shader source is correct after changing the vertex shader.");
+
+ yield removeTab(target.tab);
+ finish();
+}