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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/re-compile-re-link.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/re-compile-re-link.html | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/re-compile-re-link.html b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/re-compile-re-link.html new file mode 100644 index 000000000..aa131a671 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/glsl/misc/re-compile-re-link.html @@ -0,0 +1,171 @@ +<!-- + +/* +** Copyright (c) 2012 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Re-Compile and Re-link Shader conformance test.</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> +<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute float column; +attribute float height; +uniform float position; +void main() { + gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1); +} +</script> + +<script id="fshader1" type="x-shader/x-fragment"> +precision mediump float; +void main() { + gl_FragColor = vec4(1,0,0,1); +} +</script> +<script id="fshader2" type="x-shader/x-fragment"> +precision mediump float; +uniform float foobar; +void main() { + gl_FragColor = vec4(1,0,foobar,1); +} +</script> +<script id="vshaderB" type="not-js"> +attribute vec2 position; +varying vec2 v_texCoord; +void main() { + gl_Position = vec4(position, 0, 1); + v_texCoord = vec2(position * 0.5 + 0.5); +} +</script> +<script id="fshaderB" type="not-js"> +precision mediump float; +varying vec2 v_texCoord; +uniform sampler2D tex; +void main() { + gl_FragColor = texture2D(tex, v_texCoord); +} +</script> + +<script> +"use strict"; +description(document.title); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); + +var vsSource = document.getElementById("vshader").text; +var fs1Source = document.getElementById("fshader1").text; +var fs2Source = document.getElementById("fshader2").text; + +var vsSourceB = document.getElementById("vshaderB").text; +var fsSourceB = document.getElementById("fshaderB").text; + +var vShader = gl.createShader(gl.VERTEX_SHADER); +var fShader = gl.createShader(gl.FRAGMENT_SHADER); + +var vShaderB = gl.createShader(gl.VERTEX_SHADER); +var fShaderB = gl.createShader(gl.FRAGMENT_SHADER); + +var program = gl.createProgram(); +var programB = gl.createProgram(); + +gl.attachShader(program, vShader); +gl.attachShader(program, fShader); + +gl.attachShader(programB, vShaderB); +gl.attachShader(programB, fShaderB); + +var success; +var shader; + +function checkShaderStatus(s) { + shader = s; + shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); + if (!success) { + debug("error: " + gl.getShaderInfoLog()); + } +} + +var prg; +function checkProgramStatus(p) { + prg = p; + shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)"); + if (!success) { + debug("error: " + gl.getProgramInfoLog(prg)); + } +} + +for (var i = 0; i < 10; ++i) { + gl.shaderSource(vShader, vsSource); + gl.compileShader(vShader); + checkShaderStatus(vShader) + gl.shaderSource(fShader, fs1Source); + gl.compileShader(fShader); + checkShaderStatus(fShader) + + gl.linkProgram(program); + checkProgramStatus(program) + gl.useProgram(program); + + gl.shaderSource(vShaderB, vsSourceB); + gl.compileShader(vShaderB); + checkShaderStatus(vShaderB) + gl.shaderSource(fShaderB, fsSourceB); + gl.compileShader(fShaderB); + checkShaderStatus(fShaderB) + + gl.linkProgram(programB); + checkProgramStatus(programB) + + gl.useProgram(programB); +} + +for (var i = 0; i < 10; ++i) { + // Now change the fragment shader + gl.shaderSource(fShader, fs2Source); + gl.compileShader(fShader); + checkShaderStatus(fShader) + + // And re-link + gl.linkProgram(program); + checkProgramStatus(program) +} + +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> |