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| 1 <!-- |
| 2 Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| 3 Use of this source code is governed by a BSD-style license that can be |
| 4 found in the LICENSE file. |
| 5 --> |
| 6 <!DOCTYPE html> |
| 7 <html> |
| 8 <head> |
| 9 <meta charset="utf-8"> |
| 10 <title>WebGL BindAttribLocation Conformance Tests</title> |
| 11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| 12 <script src="../../resources/js-test-pre.js"></script> |
| 13 <script src="../resources/webgl-test.js"></script> |
| 14 </head> |
| 15 <body> |
| 16 <div id="description"></div> |
| 17 <div id="console"></div> |
| 18 <canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></ca
nvas> |
| 19 <script id="vshader" type="text/something-not-javascript"> |
| 20 attribute vec4 vPosition; |
| 21 attribute vec4 vColor; |
| 22 varying vec4 color; |
| 23 void main() |
| 24 { |
| 25 gl_Position = vPosition; |
| 26 color = vColor; |
| 27 } |
| 28 </script> |
| 29 <script id="fshader" type="text/something-not-javascript"> |
| 30 precision mediump float; |
| 31 |
| 32 varying vec4 color; |
| 33 void main() |
| 34 { |
| 35 gl_FragColor = color; |
| 36 } |
| 37 </script> |
| 38 <script> |
| 39 description("This test ensures WebGL implementations don't allow names that star
t with 'gl_' when calling bindAttribLocation."); |
| 40 |
| 41 debug(""); |
| 42 debug("Canvas.getContext"); |
| 43 |
| 44 var gl = create3DContext(document.getElementById("canvas")); |
| 45 shouldBeNonNull(gl); |
| 46 |
| 47 function fail(x,y, buf, shouldBe) |
| 48 { |
| 49 var i = (y*50+x) * 4; |
| 50 var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+",
"+buf[i+3]+"), should be "+shouldBe; |
| 51 testFailed(reason); |
| 52 } |
| 53 |
| 54 function pass() |
| 55 { |
| 56 testPassed("drawing is correct"); |
| 57 } |
| 58 |
| 59 function loadShader(shaderType, shaderId) { |
| 60 // Get the shader source. |
| 61 var shaderSource = document.getElementById(shaderId).text; |
| 62 |
| 63 // Create the shader object |
| 64 var shader = gl.createShader(shaderType); |
| 65 if (shader == null) { |
| 66 debug("*** Error: unable to create shader '"+shaderId+"'"); |
| 67 return null; |
| 68 } |
| 69 |
| 70 // Load the shader source |
| 71 gl.shaderSource(shader, shaderSource); |
| 72 |
| 73 // Compile the shader |
| 74 gl.compileShader(shader); |
| 75 |
| 76 // Check the compile status |
| 77 var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); |
| 78 if (!compiled) { |
| 79 // Something went wrong during compilation; get the error |
| 80 var error = gl.getShaderInfoLog(shader); |
| 81 debug("*** Error compiling shader '"+shader+"':"+error); |
| 82 gl.deleteShader(shader); |
| 83 return null; |
| 84 } |
| 85 return shader; |
| 86 } |
| 87 |
| 88 debug(""); |
| 89 debug("Checking gl.bindAttribLocation."); |
| 90 |
| 91 var program = gl.createProgram(); |
| 92 gl.bindAttribLocation(program, 0, "gl_foo"); |
| 93 glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| 94 "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_
'"); |
| 95 gl.bindAttribLocation(program, 0, "gl_TexCoord0"); |
| 96 glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| 97 "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_
'"); |
| 98 |
| 99 var vs = loadShader(gl.VERTEX_SHADER, "vshader"); |
| 100 var fs = loadShader(gl.FRAGMENT_SHADER, "fshader"); |
| 101 gl.attachShader(program, vs); |
| 102 gl.attachShader(program, fs); |
| 103 |
| 104 var positions = gl.createBuffer(); |
| 105 gl.bindBuffer(gl.ARRAY_BUFFER, positions); |
| 106 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5
,0 ]), gl.STATIC_DRAW); |
| 107 |
| 108 var colors = gl.createBuffer(); |
| 109 gl.bindBuffer(gl.ARRAY_BUFFER, colors); |
| 110 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 111 0,1,0,1, |
| 112 0,1,0,1, |
| 113 0,1,0,1]), gl.STATIC_DRAW); |
| 114 |
| 115 function setBindLocations(colorLocation, positionLocation) { |
| 116 gl.bindAttribLocation(program, positionLocation, "vPosition"); |
| 117 gl.bindAttribLocation(program, colorLocation, "vColor"); |
| 118 gl.linkProgram(program); |
| 119 gl.useProgram(program); |
| 120 var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0); |
| 121 assertMsg(linked, "program linked successfully"); |
| 122 |
| 123 debug("vPosition:" + gl.getAttribLocation(program, "vPosition")) |
| 124 debug("vColor :" + gl.getAttribLocation(program, "vColor")) |
| 125 assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation, |
| 126 "location of vPosition should be " + positionLocation); |
| 127 assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation, |
| 128 "location of vColor should be " + colorLocation); |
| 129 |
| 130 var ploc = gl.getAttribLocation(program, "vPosition"); |
| 131 var cloc = gl.getAttribLocation(program, "vColor"); |
| 132 gl.bindBuffer(gl.ARRAY_BUFFER, positions); |
| 133 gl.enableVertexAttribArray(positionLocation); |
| 134 gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); |
| 135 gl.bindBuffer(gl.ARRAY_BUFFER, colors); |
| 136 gl.enableVertexAttribArray(colorLocation); |
| 137 gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0); |
| 138 } |
| 139 |
| 140 function checkDraw(colorLocation, positionLocation, r, g, b, a) { |
| 141 gl.clearColor(0, 0, 0, 1); |
| 142 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| 143 gl.drawArrays(gl.TRIANGLES, 0, 3); |
| 144 |
| 145 var width = 50; |
| 146 var height = 50; |
| 147 var buf = new Uint8Array(width * height * 4); |
| 148 gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| 149 |
| 150 function checkPixel(x, y, r, g, b, a) { |
| 151 var offset = (y * width + x) * 4; |
| 152 if (buf[offset + 0] != r || |
| 153 buf[offset + 1] != g || |
| 154 buf[offset + 2] != b || |
| 155 buf[offset + 3] != a) { |
| 156 fail(x, y, buf, "(" + r + "," + g + "," + b + "," + a + ")"); |
| 157 return false; |
| 158 } |
| 159 return true; |
| 160 } |
| 161 |
| 162 // Test several locations |
| 163 // First line should be all black |
| 164 var success = true; |
| 165 for (var i = 0; i < 50; ++i) |
| 166 success = success && checkPixel(i, 0, 0, 0, 0, 255); |
| 167 |
| 168 // Line 15 should be red for at least 10 rgba pixels starting 20 pixels in |
| 169 var offset = (15 * 50 + 20) * 4; |
| 170 for (var i = 0; i < 10; ++i) |
| 171 success = success && checkPixel(20 + i, 15, r, g, b, a); |
| 172 |
| 173 // Last line should be all black |
| 174 for (var i = 0; i < 50; ++i) |
| 175 success = success && checkPixel(i, 49, 0, 0, 0, 255); |
| 176 |
| 177 if (success) |
| 178 pass(); |
| 179 |
| 180 gl.disableVertexAttribArray(positionLocation); |
| 181 gl.disableVertexAttribArray(colorLocation); |
| 182 } |
| 183 |
| 184 setBindLocations(2, 3); |
| 185 checkDraw(2, 3, 0, 255, 0, 255); |
| 186 |
| 187 setBindLocations(0, 3); |
| 188 gl.disableVertexAttribArray(0); |
| 189 gl.vertexAttrib4f(0, 1, 0, 0, 1); |
| 190 checkDraw(0, 3, 255, 0, 0, 255); |
| 191 |
| 192 glErrorShouldBe(gl, gl.NO_ERROR); |
| 193 |
| 194 debug(""); |
| 195 successfullyParsed = true; |
| 196 |
| 197 </script> |
| 198 <script src="../../resources/js-test-post.js"></script> |
| 199 |
| 200 </body> |
| 201 </html> |
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