Bug 1405600 - Part 2: Add WebGL2 uniform block crash test case; r=jgilbert

MozReview-Commit-ID: DLDcXz2iLKR

--HG--
extra : rebase_source : be656886723ccbe541eb714e348a80d129722057
This commit is contained in:
Daosheng Mu 2017-11-09 14:01:07 +08:00
Родитель 03cbcf3594
Коммит f42cd09455
2 изменённых файлов: 87 добавлений и 0 удалений

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@ -99,6 +99,7 @@ skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests
skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests pass except for one on armv6 tests
[test_webgl2_alpha_luminance.html]
skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests pass except for one on armv6 tests
[test_webgl2_uniform_block.html]
[test_fuzzing_bugs.html]
[test_video_fastpath_mp4.html]
[test_video_fastpath_theora.html]

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@ -0,0 +1,86 @@
<!DOCTYPE HTML>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>WebGL2 test: using uniform blocks</title>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css">
<script src="webgl-util.js"></script>
<script id='vertSource' type='none'>
#version 300 es
uniform UniformBlock
{
vec3 color;
vec3 offset;
};
in vec2 POSITION;
out vec3 outCOLOR0;
void main() {
gl_Position = vec4(POSITION, 0.0, 1.0);
outCOLOR0 = vec3(color.x + offset.x, color.y + offset.y,
color.z + offset.z);
}
</script>
<script id='fragSource' type='none'>
#version 300 es
precision mediump float;
in vec3 outCOLOR0;
out vec4 oFragColor;
void main() {
oFragColor = vec4(outCOLOR0, 1.0);
}
</script>
<body>
<canvas id="c" width="32" height="32"></canvas>
<script>
WebGLUtil.withWebGL2('c', function(gl) {
const vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, vertSource.innerHTML.trim());
gl.compileShader(vs);
const fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, fragSource.innerHTML.trim());
gl.compileShader(fs);
const prog = gl.createProgram();
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
gl.useProgram(prog);
gl.detachShader(prog, vs);
gl.detachShader(prog, fs);
gl.disable(gl.DEPTH_TEST);
var vertData = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertData);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-0.5, -0.5,
0.5, -0.5,
0.0, 0.5]), gl.STATIC_DRAW);
gl.clearColor(0, 1, 0, 1);
prog.POSITION = gl.getAttribLocation(prog, "POSITION");
ok(prog.POSITION >= 0, '`POSITION` should be valid.');
prog.blockIndex = gl.getUniformBlockIndex(prog, "UniformBlock");
ok(prog.blockIndex >= 0, '`UniformBlock` index should be valid.');
prog.blockSize = gl.getActiveUniformBlockParameter(prog,
prog.blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);
ok(prog.blockSize >= 0, '`UniformBlock` size should be valid.');
var uboArray = new ArrayBuffer(prog.blockSize);
var uboFloat = new Float32Array(uboArray);
uboFloat.set([0.5, 0.2, 0.3, 0.3, 0.2, 0.1], 0);
var uniformBuffer = gl.createBuffer();
gl.uniformBlockBinding(prog, prog.blockIndex, 1);
gl.bindBuffer(gl.UNIFORM_BUFFER, uniformBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, uboFloat, gl.DYNAMIC_DRAW);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 1, uniformBuffer);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 1);
ok(true, 'Test complete.');
}, function() {
SimpleTest.finish();
});
SimpleTest.waitForExplicitFinish();
</script>