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| 1 <!DOCTYPE html> | |
| 2 <html> | |
| 3 <head> | |
| 4 <meta charset="utf-8"> | |
| 5 <title>WebGL Program Compiling/Linking Conformance Test</title> | |
| 6 <script src="../../../resources/js-test.js" type="text/javascript"></script> | |
| 7 <script src="resources/webgl-test.js" type="text/javascript"></script> | |
| 8 </head> | |
| 9 <body> | |
| 10 <div id="description"></div> | |
| 11 <div id="console"></div> | |
| 12 <canvas id="canvas" width="2" height="2"> </canvas> | |
| 13 <script type="text/javascript"> | |
| 14 function go() { | |
| 15 description("Tests that program compiling/linking/using works correctly."); | |
| 16 | |
| 17 debug(""); | |
| 18 debug("Canvas.getContext"); | |
| 19 | |
| 20 if (window.internals) | |
| 21 window.internals.settings.setWebGLErrorsToConsoleEnabled(false); | |
| 22 | |
| 23 var gl = create3DContext(document.getElementById("canvas")); | |
| 24 if (!gl) { | |
| 25 testFailed("context does not exist"); | |
| 26 return; | |
| 27 } | |
| 28 | |
| 29 testPassed("context exists"); | |
| 30 | |
| 31 gl.clearColor(0.0, 0.0, 0.0, 0.0); | |
| 32 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 33 | |
| 34 function doArraysHaveSameContents(a, b) { | |
| 35 var flags = []; | |
| 36 function hasUnusedValue(a, value) { | |
| 37 for (var ii = 0; ii < a.length; ++ii) { | |
| 38 if (a[ii] === value && !flags[ii]) { | |
| 39 flags[ii] = true; | |
| 40 return true; | |
| 41 } | |
| 42 } | |
| 43 return false; | |
| 44 } | |
| 45 | |
| 46 try { | |
| 47 if (a.length !== b.length) { | |
| 48 return false; | |
| 49 } | |
| 50 for (var ii = 0; ii < a.length; ii++) { | |
| 51 if (!hasUnusedValue(b, a[ii])) { | |
| 52 return false; | |
| 53 } | |
| 54 } | |
| 55 } catch (ex) { | |
| 56 return false; | |
| 57 } | |
| 58 return true; | |
| 59 } | |
| 60 | |
| 61 /////// Check compileShader() ///////////////////////////// | |
| 62 | |
| 63 var vs = gl.createShader(gl.VERTEX_SHADER); | |
| 64 gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying
vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }"); | |
| 65 gl.compileShader(vs); | |
| 66 | |
| 67 assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true, | |
| 68 "good vertex shader should compile"); | |
| 69 | |
| 70 var vs2 = gl.createShader(gl.VERTEX_SHADER); | |
| 71 gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying
vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }"); | |
| 72 gl.compileShader(vs2); | |
| 73 | |
| 74 assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true, | |
| 75 "good vertex shader #2 should compile"); | |
| 76 | |
| 77 var vsBad = gl.createShader(gl.VERTEX_SHADER); | |
| 78 gl.shaderSource(vsBad, "WILL NOT COMPILE;"); | |
| 79 gl.compileShader(vsBad); | |
| 80 | |
| 81 assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false, | |
| 82 "bad vertex shader should fail to compile"); | |
| 83 | |
| 84 var fs = gl.createShader(gl.FRAGMENT_SHADER); | |
| 85 gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main
() { gl_FragColor = vColor; }"); | |
| 86 gl.compileShader(fs); | |
| 87 | |
| 88 assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true, | |
| 89 "good fragment shader should compile"); | |
| 90 | |
| 91 var fs2 = gl.createShader(gl.FRAGMENT_SHADER); | |
| 92 gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void mai
n() { gl_FragColor = vColor * 0.5; }"); | |
| 93 gl.compileShader(fs2); | |
| 94 | |
| 95 assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true, | |
| 96 "good fragment shader #2 should compile"); | |
| 97 | |
| 98 var fsBad = gl.createShader(gl.FRAGMENT_SHADER); | |
| 99 gl.shaderSource(fsBad, "WILL NOT COMPILE;"); | |
| 100 gl.compileShader(fsBad); | |
| 101 | |
| 102 assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false, | |
| 103 "bad fragment shader should fail to compile"); | |
| 104 | |
| 105 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point"); | |
| 106 | |
| 107 /////// Check attachShader() ///////////////////////////// | |
| 108 | |
| 109 function checkAttachShader(already_attached_shaders, shader, expected_error_
code, errmsg) { | |
| 110 var prog = gl.createProgram(); | |
| 111 for (var i = 0; i < already_attached_shaders.length; ++i) | |
| 112 gl.attachShader(prog, already_attached_shaders[i]); | |
| 113 if(gl.getError() != gl.NO_ERROR) | |
| 114 assertMsg(false, "unexpected error in attachShader()"); | |
| 115 gl.attachShader(prog, shader); | |
| 116 glErrorShouldBe(gl, expected_error_code, errmsg); | |
| 117 } | |
| 118 | |
| 119 checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should suc
ceed"); | |
| 120 checkAttachShader([vs], vs, gl.INVALID_OPERATION, | |
| 121 "attaching an already attached vertex shader should genera
te INVALID_OPERATION"); | |
| 122 checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should s
ucceed"); | |
| 123 checkAttachShader([fs], fs, gl.INVALID_OPERATION, | |
| 124 "attaching an already attached fragment shader should gene
rate INVALID_OPERATION"); | |
| 125 checkAttachShader([vs], vs2, gl.INVALID_OPERATION, | |
| 126 "attaching shaders of the same type to a program should ge
nerate INVALID_OPERATION"); | |
| 127 checkAttachShader([fs], fs2, gl.INVALID_OPERATION, | |
| 128 "attaching shaders of the same type to a program should ge
nerate INVALID_OPERATION"); | |
| 129 | |
| 130 /////// Check detachShader() ///////////////////////////// | |
| 131 | |
| 132 function checkDetachShader(already_attached_shaders, shader, expected_error_
code, errmsg) { | |
| 133 var prog = gl.createProgram(); | |
| 134 for (var i = 0; i < already_attached_shaders.length; ++i) | |
| 135 gl.attachShader(prog, already_attached_shaders[i]); | |
| 136 if(gl.getError() != gl.NO_ERROR) | |
| 137 assertMsg(false, "unexpected error in attachShader()"); | |
| 138 gl.detachShader(prog, shader); | |
| 139 glErrorShouldBe(gl, expected_error_code, errmsg); | |
| 140 } | |
| 141 | |
| 142 checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should s
ucceed"); | |
| 143 checkDetachShader([fs], vs, gl.INVALID_OPERATION, | |
| 144 "detaching a not already attached vertex shader should gen
erate INVALID_OPERATION"); | |
| 145 checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should
succeed"); | |
| 146 checkDetachShader([vs], fs, gl.INVALID_OPERATION, | |
| 147 "detaching a not already attached fragment shader should g
enerate INVALID_OPERATION"); | |
| 148 | |
| 149 /////// Check getAttachedShaders() ///////////////////////////// | |
| 150 | |
| 151 function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expec
ted_shaders, errmsg) { | |
| 152 var prog = gl.createProgram(); | |
| 153 for (var i = 0; i < shaders_to_attach.length; ++i) | |
| 154 gl.attachShader(prog, shaders_to_attach[i]); | |
| 155 if(gl.getError() != gl.NO_ERROR) | |
| 156 assertMsg(false, "unexpected error in attachShader()"); | |
| 157 for (var i = 0; i < shaders_to_detach.length; ++i) | |
| 158 gl.detachShader(prog, shaders_to_detach[i]); | |
| 159 if(gl.getError() != gl.NO_ERROR) | |
| 160 assertMsg(false, "unexpected error in detachShader()"); | |
| 161 assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected
_shaders), errmsg); | |
| 162 } | |
| 163 checkGetAttachedShaders([], [], [], "getAttachedShaders should return an emp
ty list by default"); | |
| 164 checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should gi
ve the expected list"); | |
| 165 checkGetAttachedShaders([fs, vs], [], [fs, vs], | |
| 166 "attaching some shaders should give the expected list"); | |
| 167 checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it
shoud leave an empty list"); | |
| 168 checkGetAttachedShaders([fs, vs], [fs, vs], [], | |
| 169 "attaching some shaders and detaching them in same order shoud leave an
empty list"); | |
| 170 checkGetAttachedShaders([fs, vs], [vs, fs], [], | |
| 171 "attaching some shaders and detaching them in random order shoud leave a
n empty list"); | |
| 172 checkGetAttachedShaders([fs, vs], [vs], [fs], | |
| 173 "attaching and detaching some shaders should leave the difference list")
; | |
| 174 checkGetAttachedShaders([fs, vs], [fs], [vs], | |
| 175 "attaching and detaching some shaders should leave the difference list")
; | |
| 176 checkGetAttachedShaders([fsBad], [], [fsBad], | |
| 177 "attaching a shader that failed to compile should still show it in the l
ist"); | |
| 178 checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad], | |
| 179 "attaching shaders, including one that failed to compile, should still s
how the it in the list"); | |
| 180 | |
| 181 /////// Check linkProgram() and useProgram ///////////////////////////// | |
| 182 | |
| 183 function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status,
errmsg) { | |
| 184 var prog = gl.createProgram(); | |
| 185 for (var i = 0; i < shaders.length; ++i) { | |
| 186 gl.attachShader(prog, shaders[i]); | |
| 187 if (deleteShaderAfterAttach) | |
| 188 gl.deleteShader(shaders[i]); | |
| 189 } | |
| 190 gl.bindAttribLocation(prog, 0, "aVertex"); | |
| 191 gl.bindAttribLocation(prog, 1, "aColor"); | |
| 192 gl.linkProgram(prog); | |
| 193 if (gl.getError() != gl.NO_ERROR) | |
| 194 assertMsg(false, "unexpected error in linkProgram()"); | |
| 195 assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_statu
s, errmsg); | |
| 196 if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STAT
US) == false) | |
| 197 debug(gl.getProgramInfoLog(prog)); | |
| 198 if (gl.getError() != gl.NO_ERROR) | |
| 199 assertMsg(false, "unexpected error in getProgramParameter()"); | |
| 200 gl.useProgram(prog); | |
| 201 if (expected_status == true) | |
| 202 glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succe
ed"); | |
| 203 if (expected_status == false) | |
| 204 glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program
should generate INVALID_OPERATION"); | |
| 205 return prog; | |
| 206 } | |
| 207 | |
| 208 var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should
link"); | |
| 209 var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 sh
ould link"); | |
| 210 var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment
shader should fail to link"); | |
| 211 var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex s
hader should fail to link"); | |
| 212 var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad
vertex shader should fail to link"); | |
| 213 var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad
fragment shader should fail to link"); | |
| 214 var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with b
ad shaders should fail to link"); | |
| 215 | |
| 216 gl.useProgram(progGood1); | |
| 217 glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a
GL error"); | |
| 218 | |
| 219 var vbuf = gl.createBuffer(); | |
| 220 gl.bindBuffer(gl.ARRAY_BUFFER, vbuf); | |
| 221 gl.bufferData(gl.ARRAY_BUFFER, | |
| 222 new Float32Array([ | |
| 223 0.0, 0.0, 0.0, 1.0, | |
| 224 1.0, 0.0, 0.0, 1.0, | |
| 225 1.0, 1.0, 0.0, 1.0, | |
| 226 0.0, 1.0, 0.0, 1.0]), | |
| 227 gl.STATIC_DRAW); | |
| 228 gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); | |
| 229 gl.enableVertexAttribArray(0); | |
| 230 gl.vertexAttrib3f(1, 1.0, 0.0, 0.0); | |
| 231 | |
| 232 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2"); | |
| 233 | |
| 234 gl.useProgram(progGood1); | |
| 235 gl.drawArrays(gl.TRIANGLES, 0, 3); | |
| 236 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't gen
erate a GL error"); | |
| 237 | |
| 238 gl.useProgram(progBad1); | |
| 239 glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should g
enerate INVALID_OPERATION"); | |
| 240 gl.drawArrays(gl.TRIANGLES, 0, 3); | |
| 241 glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not c
hange the current rendering state"); | |
| 242 | |
| 243 gl.useProgram(progGood2); | |
| 244 gl.drawArrays(gl.TRIANGLES, 0, 3); | |
| 245 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't gen
erate a GL error"); | |
| 246 gl.detachShader(progGood2, fs2); | |
| 247 gl.attachShader(progGood2, fsBad); | |
| 248 gl.linkProgram(progGood2); | |
| 249 assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false, | |
| 250 "linking should fail with in-use formerly good program, with new b
ad shader attached"); | |
| 251 | |
| 252 gl.useProgram(progGood1); | |
| 253 gl.drawArrays(gl.TRIANGLES, 0, 4); | |
| 254 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used progra
m shouldn't generate a GL error"); | |
| 255 | |
| 256 var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after
attaching them and before linking program should not affect linkProgram"); | |
| 257 gl.useProgram(progGood1); | |
| 258 gl.drawArrays(gl.TRIANGLES, 0, 4); | |
| 259 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used progra
m shouldn't generate a GL error"); | |
| 260 | |
| 261 /////// Check deleteProgram() and deleteShader() ///////////////////////////// | |
| 262 | |
| 263 gl.useProgram(progGood1); | |
| 264 gl.deleteProgram(progGood1); | |
| 265 gl.drawArrays(gl.TRIANGLES, 0, 4); | |
| 266 glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't chang
e the current rendering state"); | |
| 267 | |
| 268 gl.linkProgram(progGood1); | |
| 269 glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted")
; | |
| 270 | |
| 271 var fs3 = gl.createShader(gl.FRAGMENT_SHADER); | |
| 272 gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void mai
n() { gl_FragColor = vColor; }"); | |
| 273 gl.compileShader(fs3); | |
| 274 | |
| 275 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, | |
| 276 "good fragment shader should compile"); | |
| 277 | |
| 278 gl.deleteShader(fs3); | |
| 279 gl.compileShader(fs3); | |
| 280 glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be delete
d immediately"); | |
| 281 | |
| 282 fs3 = gl.createShader(gl.FRAGMENT_SHADER); | |
| 283 gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void mai
n() { gl_FragColor = vColor; }"); | |
| 284 gl.compileShader(fs3); | |
| 285 | |
| 286 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, | |
| 287 "good fragment shader should compile"); | |
| 288 | |
| 289 gl.detachShader(progGood1, fs); | |
| 290 gl.attachShader(progGood1, fs3); | |
| 291 | |
| 292 gl.deleteShader(fs3); | |
| 293 gl.compileShader(fs3); | |
| 294 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, | |
| 295 "an attached shader shouldn't be deleted"); | |
| 296 | |
| 297 gl.useProgram(null); | |
| 298 gl.linkProgram(progGood1); | |
| 299 glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be del
eted once it's no longer the current program"); | |
| 300 | |
| 301 gl.compileShader(fs3); | |
| 302 glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be dele
ted once all its attachments are removed"); | |
| 303 } | |
| 304 | |
| 305 debug(""); | |
| 306 go(); | |
| 307 </script> | |
| 308 | |
| 309 </body> | |
| 310 </html> | |
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