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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 <!DOCTYPE html> |
| 28 <html> |
| 29 <head> |
| 30 <meta charset="utf-8"> |
| 31 <title>WebGL Program Compiling/Linking Conformance Test</title> |
| 32 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| 33 <script src="../../resources/js-test-pre.js" type="text/javascript"></script> |
| 34 <script src="../../resources/desktop-gl-constants.js" type="text/javascript"></s
cript> |
| 35 <script src="../resources/webgl-test.js" type="text/javascript"></script> |
| 36 </head> |
| 37 <body> |
| 38 <div id="description"></div> |
| 39 <div id="console"></div> |
| 40 <canvas id="canvas" width="2" height="2"> </canvas> |
| 41 <script type="text/javascript"> |
| 42 function go() { |
| 43 description("Tests that program compiling/linking/using works correctly."); |
| 44 |
| 45 debug(""); |
| 46 debug("Canvas.getContext"); |
| 47 |
| 48 var gl = create3DContext(document.getElementById("canvas")); |
| 49 if (!gl) { |
| 50 testFailed("context does not exist"); |
| 51 return; |
| 52 } |
| 53 |
| 54 testPassed("context exists"); |
| 55 |
| 56 gl.clearColor(0.0, 0.0, 0.0, 0.0); |
| 57 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 58 |
| 59 function doArraysHaveSameContents(a, b) { |
| 60 var flags = []; |
| 61 function hasUnusedValue(a, value) { |
| 62 for (var ii = 0; ii < a.length; ++ii) { |
| 63 if (a[ii] === value && !flags[ii]) { |
| 64 flags[ii] = true; |
| 65 return true; |
| 66 } |
| 67 } |
| 68 return false; |
| 69 } |
| 70 |
| 71 try { |
| 72 if (a.length !== b.length) { |
| 73 return false; |
| 74 } |
| 75 for (var ii = 0; ii < a.length; ii++) { |
| 76 if (!hasUnusedValue(b, a[ii])) { |
| 77 return false; |
| 78 } |
| 79 } |
| 80 } catch (ex) { |
| 81 return false; |
| 82 } |
| 83 return true; |
| 84 } |
| 85 |
| 86 /////// Check compileShader() ///////////////////////////// |
| 87 |
| 88 var vs = gl.createShader(gl.VERTEX_SHADER); |
| 89 gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying
vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }"); |
| 90 gl.compileShader(vs); |
| 91 |
| 92 assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true, |
| 93 "good vertex shader should compile"); |
| 94 |
| 95 // Verify that constants removed from the WebGL spec generate INVALID_ENUM e
rrors |
| 96 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point"); |
| 97 assertMsg(gl.getShaderParameter(vs, desktopGL['INFO_LOG_LENGTH']) === null,
"invalid call to getShaderParameter should return null"); |
| 98 glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argumen
t to getShaderParameter in WebGL"); |
| 99 assertMsg(gl.getShaderParameter(vs, desktopGL['SHADER_SOURCE_LENGTH']) === n
ull, "invalid call to getShaderParameter should return null"); |
| 100 glErrorShouldBe(gl, gl.INVALID_ENUM, "SHADER_SOURCE_LENGTH is not a valid ar
gument to getShaderParameter in WebGL"); |
| 101 |
| 102 var vs2 = gl.createShader(gl.VERTEX_SHADER); |
| 103 gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying
vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }"); |
| 104 gl.compileShader(vs2); |
| 105 |
| 106 assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true, |
| 107 "good vertex shader #2 should compile"); |
| 108 |
| 109 var vsBad = gl.createShader(gl.VERTEX_SHADER); |
| 110 gl.shaderSource(vsBad, "WILL NOT COMPILE;"); |
| 111 gl.compileShader(vsBad); |
| 112 |
| 113 // GLSL 1.0.17 section 10.27. compile shader does not have to return failure
. |
| 114 //assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false, |
| 115 // "bad vertex shader should fail to compile"); |
| 116 |
| 117 var fs = gl.createShader(gl.FRAGMENT_SHADER); |
| 118 gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main
() { gl_FragColor = vColor; }"); |
| 119 gl.compileShader(fs); |
| 120 |
| 121 assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true, |
| 122 "good fragment shader should compile"); |
| 123 |
| 124 var fs2 = gl.createShader(gl.FRAGMENT_SHADER); |
| 125 gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void mai
n() { gl_FragColor = vColor * 0.5; }"); |
| 126 gl.compileShader(fs2); |
| 127 |
| 128 assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true, |
| 129 "good fragment shader #2 should compile"); |
| 130 |
| 131 var fsBad = gl.createShader(gl.FRAGMENT_SHADER); |
| 132 gl.shaderSource(fsBad, "WILL NOT COMPILE;"); |
| 133 gl.compileShader(fsBad); |
| 134 |
| 135 // GLSL 1.0.17 section 10.27. compile shader does not have to return failure
. |
| 136 //assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false, |
| 137 // "bad fragment shader should fail to compile"); |
| 138 |
| 139 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point"); |
| 140 |
| 141 /////// Check attachShader() ///////////////////////////// |
| 142 |
| 143 function checkAttachShader(already_attached_shaders, shader, expected_error_
code, errmsg) { |
| 144 var prog = gl.createProgram(); |
| 145 for (var i = 0; i < already_attached_shaders.length; ++i) |
| 146 gl.attachShader(prog, already_attached_shaders[i]); |
| 147 if(gl.getError() != gl.NO_ERROR) |
| 148 assertMsg(false, "unexpected error in attachShader()"); |
| 149 gl.attachShader(prog, shader); |
| 150 glErrorShouldBe(gl, expected_error_code, errmsg); |
| 151 } |
| 152 |
| 153 checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should suc
ceed"); |
| 154 checkAttachShader([vs], vs, gl.INVALID_OPERATION, |
| 155 "attaching an already attached vertex shader should genera
te INVALID_OPERATION"); |
| 156 checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should s
ucceed"); |
| 157 checkAttachShader([fs], fs, gl.INVALID_OPERATION, |
| 158 "attaching an already attached fragment shader should gene
rate INVALID_OPERATION"); |
| 159 checkAttachShader([vs], vs2, gl.INVALID_OPERATION, |
| 160 "attaching shaders of the same type to a program should ge
nerate INVALID_OPERATION"); |
| 161 checkAttachShader([fs], fs2, gl.INVALID_OPERATION, |
| 162 "attaching shaders of the same type to a program should ge
nerate INVALID_OPERATION"); |
| 163 |
| 164 /////// Check detachShader() ///////////////////////////// |
| 165 |
| 166 function checkDetachShader(already_attached_shaders, shader, expected_error_
code, errmsg) { |
| 167 var prog = gl.createProgram(); |
| 168 for (var i = 0; i < already_attached_shaders.length; ++i) |
| 169 gl.attachShader(prog, already_attached_shaders[i]); |
| 170 if(gl.getError() != gl.NO_ERROR) |
| 171 assertMsg(false, "unexpected error in attachShader()"); |
| 172 gl.detachShader(prog, shader); |
| 173 glErrorShouldBe(gl, expected_error_code, errmsg); |
| 174 } |
| 175 |
| 176 checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should s
ucceed"); |
| 177 checkDetachShader([fs], vs, gl.INVALID_OPERATION, |
| 178 "detaching a not already attached vertex shader should gen
erate INVALID_OPERATION"); |
| 179 checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should
succeed"); |
| 180 checkDetachShader([vs], fs, gl.INVALID_OPERATION, |
| 181 "detaching a not already attached fragment shader should g
enerate INVALID_OPERATION"); |
| 182 |
| 183 /////// Check getAttachedShaders() ///////////////////////////// |
| 184 |
| 185 function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expec
ted_shaders, errmsg) { |
| 186 var prog = gl.createProgram(); |
| 187 for (var i = 0; i < shaders_to_attach.length; ++i) |
| 188 gl.attachShader(prog, shaders_to_attach[i]); |
| 189 if(gl.getError() != gl.NO_ERROR) |
| 190 assertMsg(false, "unexpected error in attachShader()"); |
| 191 for (var i = 0; i < shaders_to_detach.length; ++i) |
| 192 gl.detachShader(prog, shaders_to_detach[i]); |
| 193 if(gl.getError() != gl.NO_ERROR) |
| 194 assertMsg(false, "unexpected error in detachShader()"); |
| 195 assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected
_shaders), errmsg); |
| 196 } |
| 197 checkGetAttachedShaders([], [], [], "getAttachedShaders should return an emp
ty list by default"); |
| 198 checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should gi
ve the expected list"); |
| 199 checkGetAttachedShaders([fs, vs], [], [fs, vs], |
| 200 "attaching some shaders should give the expected list"); |
| 201 checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it
shoud leave an empty list"); |
| 202 checkGetAttachedShaders([fs, vs], [fs, vs], [], |
| 203 "attaching some shaders and detaching them in same order shoud leave an
empty list"); |
| 204 checkGetAttachedShaders([fs, vs], [vs, fs], [], |
| 205 "attaching some shaders and detaching them in random order shoud leave a
n empty list"); |
| 206 checkGetAttachedShaders([fs, vs], [vs], [fs], |
| 207 "attaching and detaching some shaders should leave the difference list")
; |
| 208 checkGetAttachedShaders([fs, vs], [fs], [vs], |
| 209 "attaching and detaching some shaders should leave the difference list")
; |
| 210 checkGetAttachedShaders([fsBad], [], [fsBad], |
| 211 "attaching a shader that failed to compile should still show it in the l
ist"); |
| 212 checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad], |
| 213 "attaching shaders, including one that failed to compile, should still s
how the it in the list"); |
| 214 |
| 215 /////// Check linkProgram() and useProgram ///////////////////////////// |
| 216 |
| 217 function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status,
testInvalidEnums, errmsg) { |
| 218 var prog = gl.createProgram(); |
| 219 for (var i = 0; i < shaders.length; ++i) { |
| 220 gl.attachShader(prog, shaders[i]); |
| 221 if (deleteShaderAfterAttach) |
| 222 gl.deleteShader(shaders[i]); |
| 223 } |
| 224 gl.bindAttribLocation(prog, 0, "aVertex"); |
| 225 gl.bindAttribLocation(prog, 1, "aColor"); |
| 226 gl.linkProgram(prog); |
| 227 if (gl.getError() != gl.NO_ERROR) |
| 228 assertMsg(false, "unexpected error in linkProgram()"); |
| 229 assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_statu
s, errmsg); |
| 230 var infolog = gl.getProgramInfoLog(prog); |
| 231 if (gl.getError() != gl.NO_ERROR) |
| 232 assertMsg(false, "unexpected error in getProgramInfoLog()"); |
| 233 if (typeof(infolog) != "string") |
| 234 assertMsg(false, "getProgramInfoLog() did not return a string"); |
| 235 if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STAT
US) == false) |
| 236 debug(infolog); |
| 237 if (gl.getError() != gl.NO_ERROR) |
| 238 assertMsg(false, "unexpected error in getProgramParameter()"); |
| 239 |
| 240 if (testInvalidEnums) { |
| 241 // Verify that constants removed from the WebGL spec generate INVALI
D_ENUM errors |
| 242 assertMsg(gl.getProgramParameter(prog, desktopGL['INFO_LOG_LENGTH'])
=== null, "invalid call to getProgramParameter should return null"); |
| 243 glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid
argument to getProgramParameter in WebGL"); |
| 244 assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_ATTRIBUTE_M
AX_LENGTH']) === null, "invalid call to getProgramParameter should return null")
; |
| 245 glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_ATTRIBUTE_MAX_LENGTH is
not a valid argument to getProgramParameter in WebGL"); |
| 246 assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_UNIFORM_MAX
_LENGTH']) === null, "invalid call to getProgramParameter should return null"); |
| 247 glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_UNIFORM_MAX_LENGTH is n
ot a valid argument to getProgramParameter in WebGL"); |
| 248 } |
| 249 |
| 250 gl.useProgram(prog); |
| 251 if (expected_status == true) |
| 252 glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succe
ed"); |
| 253 if (expected_status == false) |
| 254 glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program
should generate INVALID_OPERATION"); |
| 255 return prog; |
| 256 } |
| 257 |
| 258 var progGood1 = checkLinkAndUse([vs, fs], false, true, true, "valid program
should link"); |
| 259 var progGood2 = checkLinkAndUse([vs, fs2], false, true, false, "valid progra
m #2 should link"); |
| 260 var progBad1 = checkLinkAndUse([vs], false, false, false, "program with no f
ragment shader should fail to link"); |
| 261 var progBad2 = checkLinkAndUse([fs], false, false, false, "program with no v
ertex shader should fail to link"); |
| 262 var progBad3 = checkLinkAndUse([vsBad, fs], false, false, false, "program wi
th bad vertex shader should fail to link"); |
| 263 var progBad4 = checkLinkAndUse([vs, fsBad], false, false, false, "program wi
th bad fragment shader should fail to link"); |
| 264 var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, false, "program
with bad shaders should fail to link"); |
| 265 |
| 266 gl.useProgram(progGood1); |
| 267 glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a
GL error"); |
| 268 |
| 269 var vbuf = gl.createBuffer(); |
| 270 gl.bindBuffer(gl.ARRAY_BUFFER, vbuf); |
| 271 gl.bufferData(gl.ARRAY_BUFFER, |
| 272 new Float32Array([ |
| 273 0.0, 0.0, 0.0, 1.0, |
| 274 1.0, 0.0, 0.0, 1.0, |
| 275 1.0, 1.0, 0.0, 1.0, |
| 276 0.0, 1.0, 0.0, 1.0]), |
| 277 gl.STATIC_DRAW); |
| 278 gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); |
| 279 gl.enableVertexAttribArray(0); |
| 280 gl.vertexAttrib3f(1, 1.0, 0.0, 0.0); |
| 281 |
| 282 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2"); |
| 283 |
| 284 gl.useProgram(progGood1); |
| 285 gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 286 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't gen
erate a GL error"); |
| 287 |
| 288 gl.useProgram(progBad1); |
| 289 glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should g
enerate INVALID_OPERATION"); |
| 290 gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 291 glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not c
hange the current rendering state"); |
| 292 |
| 293 gl.useProgram(progGood2); |
| 294 gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 295 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't gen
erate a GL error"); |
| 296 gl.detachShader(progGood2, fs2); |
| 297 gl.attachShader(progGood2, fsBad); |
| 298 gl.linkProgram(progGood2); |
| 299 assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false, |
| 300 "linking should fail with in-use formerly good program, with new b
ad shader attached"); |
| 301 |
| 302 // Invalid link leaves previous valid program intact. |
| 303 gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 304 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't gen
erate a GL error"); |
| 305 |
| 306 gl.useProgram(progGood1); |
| 307 gl.drawArrays(gl.TRIANGLES, 0, 4); |
| 308 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used progra
m shouldn't generate a GL error"); |
| 309 |
| 310 var progGood1 = checkLinkAndUse([vs, fs], true, true, false, "delete shaders
after attaching them and before linking program should not affect linkProgram")
; |
| 311 gl.useProgram(progGood1); |
| 312 gl.drawArrays(gl.TRIANGLES, 0, 4); |
| 313 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used progra
m shouldn't generate a GL error"); |
| 314 |
| 315 /////// Check deleteProgram() and deleteShader() ///////////////////////////// |
| 316 |
| 317 gl.useProgram(progGood1); |
| 318 gl.deleteProgram(progGood1); |
| 319 gl.drawArrays(gl.TRIANGLES, 0, 4); |
| 320 glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't chang
e the current rendering state"); |
| 321 |
| 322 gl.linkProgram(progGood1); |
| 323 glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted")
; |
| 324 |
| 325 var fs3 = gl.createShader(gl.FRAGMENT_SHADER); |
| 326 gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void mai
n() { gl_FragColor = vColor; }"); |
| 327 gl.compileShader(fs3); |
| 328 |
| 329 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
| 330 "good fragment shader should compile"); |
| 331 |
| 332 gl.deleteShader(fs3); |
| 333 gl.compileShader(fs3); |
| 334 glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be delete
d immediately"); |
| 335 |
| 336 fs3 = gl.createShader(gl.FRAGMENT_SHADER); |
| 337 gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void mai
n() { gl_FragColor = vColor; }"); |
| 338 gl.compileShader(fs3); |
| 339 |
| 340 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
| 341 "good fragment shader should compile"); |
| 342 |
| 343 gl.detachShader(progGood1, fs); |
| 344 gl.attachShader(progGood1, fs3); |
| 345 |
| 346 gl.deleteShader(fs3); |
| 347 gl.compileShader(fs3); |
| 348 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
| 349 "an attached shader shouldn't be deleted"); |
| 350 |
| 351 gl.useProgram(null); |
| 352 gl.linkProgram(progGood1); |
| 353 glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be del
eted once it's no longer the current program"); |
| 354 |
| 355 gl.compileShader(fs3); |
| 356 glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be dele
ted once all its attachments are removed"); |
| 357 } |
| 358 |
| 359 debug(""); |
| 360 go(); |
| 361 |
| 362 successfullyParsed = true; |
| 363 </script> |
| 364 <script src="../../resources/js-test-post.js"></script> |
| 365 |
| 366 </body> |
| 367 </html> |
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