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Unified Diff: conformance/programs/gl-get-active-attribute.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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Index: conformance/programs/gl-get-active-attribute.html
===================================================================
--- conformance/programs/gl-get-active-attribute.html (revision 0)
+++ conformance/programs/gl-get-active-attribute.html (revision 0)
@@ -0,0 +1,85 @@
+<!--
+Copyright (c) 2011 The Chromium Authors. All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL getActiveAttrib conformance test.</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../resources/js-test-pre.js"></script>
+<script src="../resources/webgl-test.js"> </script>
+<script src="../resources/webgl-test-utils.js"> </script>
+</head>
+<body>
+<canvas id="example" width="16" height="16"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute $type attr0;
+void main()
+{
+ gl_Position = vec4(0, 0, 0, attr0$access);
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+void main()
+{
+ gl_FragColor = vec4(0,1,0,1);
+}
+</script>
+<script>
+description("Tests getActiveAttrib for various types");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas);
+
+var tests = [
+{ glType: gl.FLOAT, size: 1, type: 'float', access: ''},
+{ glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: '[1]'},
+{ glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: '[2]'},
+{ glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: '[3]'},
+{ glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: '[1][1]'},
+{ glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: '[2][2]'},
+{ glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: '[3][3]'},
+];
+
+var source = document.getElementById('vshader').text;
+var fs = wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER);
+for (var tt = 0; tt < tests.length; ++tt) {
+ var t = tests[tt];
+ var vs = wtu.loadShader(
+ gl,
+ source.replace('$type', t.type).replace('$access', t.access),
+ gl.VERTEX_SHADER);
+ var program = wtu.setupProgram(gl, [vs, fs]);
+ glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
+ var numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
+ var found = false;
+ for (var ii = 0; ii < numAttribs; ++ii) {
+ var info = gl.getActiveAttrib(program, ii);
+ if (info.name == 'attr0') {
+ found = true;
+ assertMsg(info.type == t.glType,
+ "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
+ wtu.glEnumToString(gl, info.type));
+ assertMsg(info.size == t.size,
+ "size must be " + t.size + ' was ' + info.size);
+ }
+ }
+ if (!found) {
+ testFailed("attrib 'attr0' not found");
+ }
+}
+
+successfullyParsed = true;
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
+
+
Property changes on: conformance/programs/gl-get-active-attribute.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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