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 +