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| 1 <!-- |
| 2 |
| 3 /* |
| 4 ** Copyright (c) 2012 The Khronos Group Inc. |
| 5 ** |
| 6 ** Permission is hereby granted, free of charge, to any person obtaining a |
| 7 ** copy of this software and/or associated documentation files (the |
| 8 ** "Materials"), to deal in the Materials without restriction, including |
| 9 ** without limitation the rights to use, copy, modify, merge, publish, |
| 10 ** distribute, sublicense, and/or sell copies of the Materials, and to |
| 11 ** permit persons to whom the Materials are furnished to do so, subject to |
| 12 ** the following conditions: |
| 13 ** |
| 14 ** The above copyright notice and this permission notice shall be included |
| 15 ** in all copies or substantial portions of the Materials. |
| 16 ** |
| 17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| 20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| 21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| 22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| 23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| 24 */ |
| 25 |
| 26 --> |
| 27 |
| 28 <!DOCTYPE html> |
| 29 <html> |
| 30 <head> |
| 31 <meta charset="utf-8"> |
| 32 <title>WebGL Re-Compile and Re-link Shader conformance test.</title> |
| 33 <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
| 34 <script src="../../../resources/js-test-pre.js"></script> |
| 35 <script src="../../resources/webgl-test.js"> </script> |
| 36 <script src="../../resources/webgl-test-utils.js"> </script> |
| 37 </head> |
| 38 <body> |
| 39 <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></c
anvas> |
| 40 <div id="description"></div> |
| 41 <div id="console"></div> |
| 42 <script id="vshader" type="x-shader/x-vertex"> |
| 43 attribute float column; |
| 44 attribute float height; |
| 45 uniform float position; |
| 46 void main() { |
| 47 gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1); |
| 48 } |
| 49 </script> |
| 50 |
| 51 <script id="fshader1" type="x-shader/x-fragment"> |
| 52 precision mediump float; |
| 53 void main() { |
| 54 gl_FragColor = vec4(1,0,0,1); |
| 55 } |
| 56 </script> |
| 57 <script id="fshader2" type="x-shader/x-fragment"> |
| 58 precision mediump float; |
| 59 uniform float foobar; |
| 60 void main() { |
| 61 gl_FragColor = vec4(1,0,foobar,1); |
| 62 } |
| 63 </script> |
| 64 <script id="vshaderB" type="not-js"> |
| 65 attribute vec2 position; |
| 66 varying vec2 v_texCoord; |
| 67 void main() { |
| 68 gl_Position = vec4(position, 0, 1); |
| 69 v_texCoord = vec2(position * 0.5 + 0.5); |
| 70 } |
| 71 </script> |
| 72 <script id="fshaderB" type="not-js"> |
| 73 precision mediump float; |
| 74 varying vec2 v_texCoord; |
| 75 uniform sampler2D tex; |
| 76 void main() { |
| 77 gl_FragColor = texture2D(tex, v_texCoord); |
| 78 } |
| 79 </script> |
| 80 |
| 81 <script> |
| 82 description(document.title); |
| 83 var wtu = WebGLTestUtils; |
| 84 var gl = wtu.create3DContext("example"); |
| 85 |
| 86 var vsSource = document.getElementById("vshader").text; |
| 87 var fs1Source = document.getElementById("fshader1").text; |
| 88 var fs2Source = document.getElementById("fshader2").text; |
| 89 |
| 90 var vsSourceB = document.getElementById("vshaderB").text; |
| 91 var fsSourceB = document.getElementById("fshaderB").text; |
| 92 |
| 93 var vShader = gl.createShader(gl.VERTEX_SHADER); |
| 94 var fShader = gl.createShader(gl.FRAGMENT_SHADER); |
| 95 |
| 96 var vShaderB = gl.createShader(gl.VERTEX_SHADER); |
| 97 var fShaderB = gl.createShader(gl.FRAGMENT_SHADER); |
| 98 |
| 99 var program = gl.createProgram(); |
| 100 var programB = gl.createProgram(); |
| 101 |
| 102 gl.attachShader(program, vShader); |
| 103 gl.attachShader(program, fShader); |
| 104 |
| 105 gl.attachShader(programB, vShaderB); |
| 106 gl.attachShader(programB, fShaderB); |
| 107 |
| 108 var success; |
| 109 var shader; |
| 110 |
| 111 function checkShaderStatus(s) { |
| 112 shader = s; |
| 113 shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
| 114 if (!success) { |
| 115 debug("error: " + gl.getShaderInfoLog()); |
| 116 } |
| 117 } |
| 118 |
| 119 var prg; |
| 120 function checkProgramStatus(p) { |
| 121 prg = p; |
| 122 shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)"); |
| 123 if (!success) { |
| 124 debug("error: " + gl.getProgramInfoLog(prg)); |
| 125 } |
| 126 } |
| 127 |
| 128 for (var i = 0; i < 10; ++i) { |
| 129 gl.shaderSource(vShader, vsSource); |
| 130 gl.compileShader(vShader); |
| 131 checkShaderStatus(vShader) |
| 132 gl.shaderSource(fShader, fs1Source); |
| 133 gl.compileShader(fShader); |
| 134 checkShaderStatus(fShader) |
| 135 |
| 136 gl.linkProgram(program); |
| 137 checkProgramStatus(program) |
| 138 gl.useProgram(program); |
| 139 |
| 140 gl.shaderSource(vShaderB, vsSourceB); |
| 141 gl.compileShader(vShaderB); |
| 142 checkShaderStatus(vShaderB) |
| 143 gl.shaderSource(fShaderB, fsSourceB); |
| 144 gl.compileShader(fShaderB); |
| 145 checkShaderStatus(fShaderB) |
| 146 |
| 147 gl.linkProgram(programB); |
| 148 checkProgramStatus(programB) |
| 149 |
| 150 gl.useProgram(programB); |
| 151 } |
| 152 |
| 153 for (var i = 0; i < 10; ++i) { |
| 154 // Now change the fragment shader |
| 155 gl.shaderSource(fShader, fs2Source); |
| 156 gl.compileShader(fShader); |
| 157 checkShaderStatus(fShader) |
| 158 |
| 159 // And re-link |
| 160 gl.linkProgram(program); |
| 161 checkProgramStatus(program) |
| 162 } |
| 163 |
| 164 glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); |
| 165 |
| 166 successfullyParsed = true; |
| 167 </script> |
| 168 <script src="../../../resources/js-test-post.js"></script> |
| 169 |
| 170 </body> |
| 171 </html> |
| 172 |
| 173 |
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