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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 BindAttribLocation Conformance Tests</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 </head> |
| 37 <body> |
| 38 <div id="description"></div> |
| 39 <div id="console"></div> |
| 40 <canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></ca
nvas> |
| 41 <script id="vshader" type="text/something-not-javascript"> |
| 42 attribute vec4 vPosition; |
| 43 attribute vec4 vColor; |
| 44 varying vec4 color; |
| 45 void main() |
| 46 { |
| 47 gl_Position = vPosition; |
| 48 color = vColor; |
| 49 } |
| 50 </script> |
| 51 <script id="fshader" type="text/something-not-javascript"> |
| 52 precision mediump float; |
| 53 |
| 54 varying vec4 color; |
| 55 void main() |
| 56 { |
| 57 gl_FragColor = color; |
| 58 } |
| 59 </script> |
| 60 <script> |
| 61 description("This test ensures WebGL implementations don't allow names that star
t with 'gl_' when calling bindAttribLocation."); |
| 62 |
| 63 debug(""); |
| 64 debug("Canvas.getContext"); |
| 65 |
| 66 var gl = create3DContext(document.getElementById("canvas")); |
| 67 shouldBeNonNull("gl"); |
| 68 |
| 69 function fail(x,y, buf, shouldBe) |
| 70 { |
| 71 var i = (y*50+x) * 4; |
| 72 var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+",
"+buf[i+3]+"), should be "+shouldBe; |
| 73 testFailed(reason); |
| 74 } |
| 75 |
| 76 function pass() |
| 77 { |
| 78 testPassed("drawing is correct"); |
| 79 } |
| 80 |
| 81 function loadShader(shaderType, shaderId) { |
| 82 // Get the shader source. |
| 83 var shaderSource = document.getElementById(shaderId).text; |
| 84 |
| 85 // Create the shader object |
| 86 var shader = gl.createShader(shaderType); |
| 87 if (shader == null) { |
| 88 debug("*** Error: unable to create shader '"+shaderId+"'"); |
| 89 return null; |
| 90 } |
| 91 |
| 92 // Load the shader source |
| 93 gl.shaderSource(shader, shaderSource); |
| 94 |
| 95 // Compile the shader |
| 96 gl.compileShader(shader); |
| 97 |
| 98 // Check the compile status |
| 99 var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); |
| 100 if (!compiled) { |
| 101 // Something went wrong during compilation; get the error |
| 102 var error = gl.getShaderInfoLog(shader); |
| 103 debug("*** Error compiling shader '"+shader+"':"+error); |
| 104 gl.deleteShader(shader); |
| 105 return null; |
| 106 } |
| 107 return shader; |
| 108 } |
| 109 |
| 110 debug(""); |
| 111 debug("Checking gl.bindAttribLocation."); |
| 112 |
| 113 var program = gl.createProgram(); |
| 114 gl.bindAttribLocation(program, 0, "gl_foo"); |
| 115 glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| 116 "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_
'"); |
| 117 gl.bindAttribLocation(program, 0, "gl_TexCoord0"); |
| 118 glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| 119 "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_
'"); |
| 120 |
| 121 var vs = loadShader(gl.VERTEX_SHADER, "vshader"); |
| 122 var fs = loadShader(gl.FRAGMENT_SHADER, "fshader"); |
| 123 gl.attachShader(program, vs); |
| 124 gl.attachShader(program, fs); |
| 125 |
| 126 var positions = gl.createBuffer(); |
| 127 gl.bindBuffer(gl.ARRAY_BUFFER, positions); |
| 128 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5
,0 ]), gl.STATIC_DRAW); |
| 129 |
| 130 var colors = gl.createBuffer(); |
| 131 gl.bindBuffer(gl.ARRAY_BUFFER, colors); |
| 132 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 133 0,1,0,1, |
| 134 0,1,0,1, |
| 135 0,1,0,1]), gl.STATIC_DRAW); |
| 136 |
| 137 function setBindLocations(colorLocation, positionLocation) { |
| 138 gl.bindAttribLocation(program, positionLocation, "vPosition"); |
| 139 gl.bindAttribLocation(program, colorLocation, "vColor"); |
| 140 gl.linkProgram(program); |
| 141 gl.useProgram(program); |
| 142 var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0); |
| 143 assertMsg(linked, "program linked successfully"); |
| 144 |
| 145 debug("vPosition:" + gl.getAttribLocation(program, "vPosition")) |
| 146 debug("vColor :" + gl.getAttribLocation(program, "vColor")) |
| 147 assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation, |
| 148 "location of vPosition should be " + positionLocation); |
| 149 assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation, |
| 150 "location of vColor should be " + colorLocation); |
| 151 |
| 152 var ploc = gl.getAttribLocation(program, "vPosition"); |
| 153 var cloc = gl.getAttribLocation(program, "vColor"); |
| 154 gl.bindBuffer(gl.ARRAY_BUFFER, positions); |
| 155 gl.enableVertexAttribArray(positionLocation); |
| 156 gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); |
| 157 gl.bindBuffer(gl.ARRAY_BUFFER, colors); |
| 158 gl.enableVertexAttribArray(colorLocation); |
| 159 gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0); |
| 160 } |
| 161 |
| 162 function checkDraw(colorLocation, positionLocation, r, g, b, a) { |
| 163 gl.clearColor(0, 0, 0, 1); |
| 164 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 165 gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 166 |
| 167 var width = 50; |
| 168 var height = 50; |
| 169 var buf = new Uint8Array(width * height * 4); |
| 170 gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 171 |
| 172 function checkPixel(x, y, r, g, b, a) { |
| 173 var offset = (y * width + x) * 4; |
| 174 if (buf[offset + 0] != r || |
| 175 buf[offset + 1] != g || |
| 176 buf[offset + 2] != b || |
| 177 buf[offset + 3] != a) { |
| 178 fail(x, y, buf, "(" + r + "," + g + "," + b + "," + a + ")"); |
| 179 return false; |
| 180 } |
| 181 return true; |
| 182 } |
| 183 |
| 184 // Test several locations |
| 185 // First line should be all black |
| 186 var success = true; |
| 187 for (var i = 0; i < 50; ++i) |
| 188 success = success && checkPixel(i, 0, 0, 0, 0, 255); |
| 189 |
| 190 // Line 15 should be red for at least 10 rgba pixels starting 20 pixels in |
| 191 var offset = (15 * 50 + 20) * 4; |
| 192 for (var i = 0; i < 10; ++i) |
| 193 success = success && checkPixel(20 + i, 15, r, g, b, a); |
| 194 |
| 195 // Last line should be all black |
| 196 for (var i = 0; i < 50; ++i) |
| 197 success = success && checkPixel(i, 49, 0, 0, 0, 255); |
| 198 |
| 199 if (success) |
| 200 pass(); |
| 201 |
| 202 gl.disableVertexAttribArray(positionLocation); |
| 203 gl.disableVertexAttribArray(colorLocation); |
| 204 } |
| 205 |
| 206 setBindLocations(2, 3); |
| 207 checkDraw(2, 3, 0, 255, 0, 255); |
| 208 |
| 209 setBindLocations(0, 3); |
| 210 gl.disableVertexAttribArray(0); |
| 211 gl.vertexAttrib4f(0, 1, 0, 0, 1); |
| 212 checkDraw(0, 3, 255, 0, 0, 255); |
| 213 |
| 214 glErrorShouldBe(gl, gl.NO_ERROR); |
| 215 |
| 216 debug(""); |
| 217 successfullyParsed = true; |
| 218 |
| 219 </script> |
| 220 <script src="../../resources/js-test-post.js"></script> |
| 221 |
| 222 </body> |
| 223 </html> |
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