content/canvas/test/webgl-conformance/conformance/glsl/misc/re-compile-re-link.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/glsl/misc/re-compile-re-link.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,151 @@
     1.4 +<!--
     1.5 +Copyright (c) 2012 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 + -->
     1.9 +<!DOCTYPE html>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<title>WebGL Re-Compile and Re-link Shader conformance test.</title>
    1.14 +<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
    1.15 +<script src="../../../resources/js-test-pre.js"></script>
    1.16 +<script src="../../resources/webgl-test.js"> </script>
    1.17 +<script src="../../resources/webgl-test-utils.js"> </script>
    1.18 +</head>
    1.19 +<body>
    1.20 +<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas>
    1.21 +<div id="description"></div>
    1.22 +<div id="console"></div>
    1.23 +<script id="vshader" type="x-shader/x-vertex">
    1.24 +attribute float column;
    1.25 +attribute float height;
    1.26 +uniform float position;
    1.27 +void main() {
    1.28 +  gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1);
    1.29 +}
    1.30 +</script>
    1.31 +
    1.32 +<script id="fshader1" type="x-shader/x-fragment">
    1.33 +precision mediump float;
    1.34 +void main() {
    1.35 +  gl_FragColor = vec4(1,0,0,1);
    1.36 +}
    1.37 +</script>
    1.38 +<script id="fshader2" type="x-shader/x-fragment">
    1.39 +precision mediump float;
    1.40 +uniform float foobar;
    1.41 +void main() {
    1.42 +  gl_FragColor = vec4(1,0,foobar,1);
    1.43 +}
    1.44 +</script>
    1.45 +<script id="vshaderB" type="not-js">
    1.46 +attribute vec2 position;
    1.47 +varying vec2 v_texCoord;
    1.48 +void main() {
    1.49 +  gl_Position = vec4(position, 0, 1);
    1.50 +  v_texCoord = vec2(position * 0.5 + 0.5);
    1.51 +}
    1.52 +</script>
    1.53 +<script id="fshaderB" type="not-js">
    1.54 +precision mediump float;
    1.55 +varying vec2 v_texCoord;
    1.56 +uniform sampler2D tex;
    1.57 +void main() {
    1.58 +  gl_FragColor = texture2D(tex, v_texCoord);
    1.59 +}
    1.60 +</script>
    1.61 +
    1.62 +<script>
    1.63 +description(document.title);
    1.64 +var wtu = WebGLTestUtils;
    1.65 +var gl = wtu.create3DContext("example");
    1.66 +
    1.67 +var vsSource = document.getElementById("vshader").text;
    1.68 +var fs1Source = document.getElementById("fshader1").text;
    1.69 +var fs2Source = document.getElementById("fshader2").text;
    1.70 +
    1.71 +var vsSourceB = document.getElementById("vshaderB").text;
    1.72 +var fsSourceB = document.getElementById("fshaderB").text;
    1.73 +
    1.74 +var vShader = gl.createShader(gl.VERTEX_SHADER);
    1.75 +var fShader = gl.createShader(gl.FRAGMENT_SHADER);
    1.76 +
    1.77 +var vShaderB = gl.createShader(gl.VERTEX_SHADER);
    1.78 +var fShaderB = gl.createShader(gl.FRAGMENT_SHADER);
    1.79 +
    1.80 +var program = gl.createProgram();
    1.81 +var programB = gl.createProgram();
    1.82 +
    1.83 +gl.attachShader(program, vShader);
    1.84 +gl.attachShader(program, fShader);
    1.85 +
    1.86 +gl.attachShader(programB, vShaderB);
    1.87 +gl.attachShader(programB, fShaderB);
    1.88 +
    1.89 +var success;
    1.90 +var shader;
    1.91 +
    1.92 +function checkShaderStatus(s) {
    1.93 +  shader = s;
    1.94 +  shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)");
    1.95 +  if (!success) {
    1.96 +    debug("error: " + gl.getShaderInfoLog());
    1.97 +  }
    1.98 +}
    1.99 +
   1.100 +var prg;
   1.101 +function checkProgramStatus(p) {
   1.102 +  prg = p;
   1.103 +  shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)");
   1.104 +  if (!success) {
   1.105 +    debug("error: " + gl.getProgramInfoLog(prg));
   1.106 +  }
   1.107 +}
   1.108 +
   1.109 +for (var i = 0; i < 10; ++i) {
   1.110 +  gl.shaderSource(vShader, vsSource);
   1.111 +  gl.compileShader(vShader);
   1.112 +  checkShaderStatus(vShader)
   1.113 +  gl.shaderSource(fShader, fs1Source);
   1.114 +  gl.compileShader(fShader);
   1.115 +  checkShaderStatus(fShader)
   1.116 +
   1.117 +  gl.linkProgram(program);
   1.118 +  checkProgramStatus(program)
   1.119 +  gl.useProgram(program);
   1.120 +
   1.121 +  gl.shaderSource(vShaderB, vsSourceB);
   1.122 +  gl.compileShader(vShaderB);
   1.123 +  checkShaderStatus(vShaderB)
   1.124 +  gl.shaderSource(fShaderB, fsSourceB);
   1.125 +  gl.compileShader(fShaderB);
   1.126 +  checkShaderStatus(fShaderB)
   1.127 +
   1.128 +  gl.linkProgram(programB);
   1.129 +  checkProgramStatus(programB)
   1.130 +
   1.131 +  gl.useProgram(programB);
   1.132 +}
   1.133 +
   1.134 +for (var i = 0; i < 10; ++i) {
   1.135 +  // Now change the fragment shader
   1.136 +  gl.shaderSource(fShader, fs2Source);
   1.137 +  gl.compileShader(fShader);
   1.138 +  checkShaderStatus(fShader)
   1.139 +
   1.140 +  // And re-link
   1.141 +  gl.linkProgram(program);
   1.142 +  checkProgramStatus(program)
   1.143 +}
   1.144 +
   1.145 +glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors");
   1.146 +
   1.147 +successfullyParsed = true;
   1.148 +</script>
   1.149 +<script>finishTest();</script>
   1.150 +
   1.151 +</body>
   1.152 +</html>
   1.153 +
   1.154 +

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