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Side by Side Diff: conformance/programs/gl-bind-attrib-location-test.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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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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