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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html new file mode 100644 index 000000000..5265e1dbf --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html @@ -0,0 +1,152 @@ +<!-- + +/* +** Copyright (c) 2016 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 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 an ANGLE bug when using a large uniform block data store. ANGLE would confuse an internal clipped uniform buffer size and produce an assert or error."); + +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(); +} + +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); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |