Index: third_party/webgl/conformance-suites/1.0.0/conformance/more/functions/vertexAttribBadArgs.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/more/functions/vertexAttribBadArgs.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/more/functions/vertexAttribBadArgs.html (working copy) |
@@ -1,119 +0,0 @@ |
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> |
-<html><head> |
-<!-- |
-Tests for the OpenGL ES 2.0 HTML Canvas context |
- |
-Copyright (C) 2009 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> |
- |
-Permission is hereby granted, free of charge, to any person |
-obtaining a copy of this software and associated documentation |
-files (the "Software"), to deal in the Software without |
-restriction, including without limitation the rights to use, |
-copy, modify, merge, publish, distribute, sublicense, and/or sell |
-copies of the Software, and to permit persons to whom the |
-Software is furnished to do so, subject to the following |
-conditions: |
- |
-The above copyright notice and this permission notice shall be |
-included in all copies or substantial portions of the Software. |
- |
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES |
-OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
-NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
-HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
-WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
-FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
-OTHER DEALINGS IN THE SOFTWARE. |
- |
---> |
-<meta http-equiv="content-type" content="text/html; charset=UTF-8"> |
-<link rel="stylesheet" type="text/css" href="../unit.css" /> |
-<script type="application/x-javascript" src="../unit.js"></script> |
-<script type="application/x-javascript" src="../util.js"></script> |
-<script type="application/x-javascript"> |
- |
-var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; |
-var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; |
-var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; |
- |
-Tests.startUnit = function () { |
- var canvas = document.getElementById('gl'); |
- var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); |
- var prog = new Shader(gl, 'vert', 'frag'); |
- prog.use(); |
- var sh = prog.shader.program; |
-// log(gl.getShaderInfoLog(prog.shaders[1])); |
- var v = gl.getAttribLocation(sh, 'Vertex'); |
- var n = gl.getAttribLocation(sh, 'Normal'); |
- var t = gl.getAttribLocation(sh, 'Tex'); |
- return [gl,prog,v,n,t]; |
-} |
- |
-Tests.setup = function(gl, prog, v,n,t) { |
- assert(0 == gl.getError()); |
- return [gl, prog, v,n,t]; |
-} |
-Tests.teardown = function(gl, prog, v,n,t) { |
- gl.disableVertexAttribArray(v); |
- gl.disableVertexAttribArray(n); |
- gl.disableVertexAttribArray(t); |
-} |
- |
-Tests.endUnit = function(gl, prog, v,n,t) { |
- prog.destroy(); |
-} |
- |
- |
-Tests.testVertexAttrib = function(gl, prog, v,n,t) { |
- var vbo = gl.createBuffer(); |
- var vertsArr = new Float32Array(verts); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo); |
- gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(v); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- assertFail("bad index", |
- function(){gl.vertexAttrib1f(-1, 1);}); |
- assertFail("bad index (big negative)", |
- function(){gl.vertexAttrib1f(-69092342, 1);}); |
- assertFail("bad index (big positive)", |
- function(){gl.vertexAttrib1f(58928938, 1);}); |
- assertOk("array too large", |
- function(){gl.vertexAttrib1fv(v, [1,2,3,4,5]);}); |
- assertFail("array too small", |
- function(){gl.vertexAttrib1fv(v, []);}); |
- assertOk("draw", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
- throwError(gl); |
-} |
- |
-</script> |
-<script id="vert" type="x-shader/x-vertex"> |
- attribute vec3 Vertex; |
- attribute vec3 Normal; |
- attribute vec2 Tex; |
- |
- varying vec4 texCoord0; |
- void main() |
- { |
- gl_Position = vec4(Vertex * Normal, 1.0); |
- texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; |
- } |
-</script> |
-<script id="frag" type="x-shader/x-fragment"> |
- #ifdef GL_ES |
-precision highp float; |
-#endif |
- varying vec4 texCoord0; |
- void main() |
- { |
- vec4 c = texCoord0; |
- gl_FragColor = c; |
- } |
-</script> |
- |
- |
-<style>canvas{ position:absolute; }</style> |
-</head><body> |
- <canvas id="gl" width="1" height="1"></canvas> |
-</body></html> |