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Unified 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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Index: conformance/programs/gl-bind-attrib-location-test.html
===================================================================
--- conformance/programs/gl-bind-attrib-location-test.html (revision 0)
+++ conformance/programs/gl-bind-attrib-location-test.html (revision 0)
@@ -0,0 +1,201 @@
+<!--
+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 BindAttribLocation Conformance Tests</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>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></canvas>
+<script id="vshader" type="text/something-not-javascript">
+attribute vec4 vPosition;
+attribute vec4 vColor;
+varying vec4 color;
+void main()
+{
+ gl_Position = vPosition;
+ color = vColor;
+}
+</script>
+<script id="fshader" type="text/something-not-javascript">
+precision mediump float;
+
+varying vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+</script>
+<script>
+description("This test ensures WebGL implementations don't allow names that start with 'gl_' when calling bindAttribLocation.");
+
+debug("");
+debug("Canvas.getContext");
+
+var gl = create3DContext(document.getElementById("canvas"));
+shouldBeNonNull(gl);
+
+function fail(x,y, buf, shouldBe)
+{
+ var i = (y*50+x) * 4;
+ var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
+ testFailed(reason);
+}
+
+function pass()
+{
+ testPassed("drawing is correct");
+}
+
+function loadShader(shaderType, shaderId) {
+ // Get the shader source.
+ var shaderSource = document.getElementById(shaderId).text;
+
+ // Create the shader object
+ var shader = gl.createShader(shaderType);
+ if (shader == null) {
+ debug("*** Error: unable to create shader '"+shaderId+"'");
+ return null;
+ }
+
+ // Load the shader source
+ gl.shaderSource(shader, shaderSource);
+
+ // Compile the shader
+ gl.compileShader(shader);
+
+ // Check the compile status
+ var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
+ if (!compiled) {
+ // Something went wrong during compilation; get the error
+ var error = gl.getShaderInfoLog(shader);
+ debug("*** Error compiling shader '"+shader+"':"+error);
+ gl.deleteShader(shader);
+ return null;
+ }
+ return shader;
+}
+
+debug("");
+debug("Checking gl.bindAttribLocation.");
+
+var program = gl.createProgram();
+gl.bindAttribLocation(program, 0, "gl_foo");
+glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
+gl.bindAttribLocation(program, 0, "gl_TexCoord0");
+glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
+
+var vs = loadShader(gl.VERTEX_SHADER, "vshader");
+var fs = loadShader(gl.FRAGMENT_SHADER, "fshader");
+gl.attachShader(program, vs);
+gl.attachShader(program, fs);
+
+var positions = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, positions);
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
+
+var colors = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, colors);
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 0,1,0,1,
+ 0,1,0,1,
+ 0,1,0,1]), gl.STATIC_DRAW);
+
+function setBindLocations(colorLocation, positionLocation) {
+ gl.bindAttribLocation(program, positionLocation, "vPosition");
+ gl.bindAttribLocation(program, colorLocation, "vColor");
+ gl.linkProgram(program);
+ gl.useProgram(program);
+ var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
+ assertMsg(linked, "program linked successfully");
+
+ debug("vPosition:" + gl.getAttribLocation(program, "vPosition"))
+ debug("vColor :" + gl.getAttribLocation(program, "vColor"))
+ assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation,
+ "location of vPosition should be " + positionLocation);
+ assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation,
+ "location of vColor should be " + colorLocation);
+
+ var ploc = gl.getAttribLocation(program, "vPosition");
+ var cloc = gl.getAttribLocation(program, "vColor");
+ gl.bindBuffer(gl.ARRAY_BUFFER, positions);
+ gl.enableVertexAttribArray(positionLocation);
+ gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colors);
+ gl.enableVertexAttribArray(colorLocation);
+ gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
+}
+
+function checkDraw(colorLocation, positionLocation, r, g, b, a) {
+ gl.clearColor(0, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ var width = 50;
+ var height = 50;
+ var buf = new Uint8Array(width * height * 4);
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+
+ function checkPixel(x, y, r, g, b, a) {
+ var offset = (y * width + x) * 4;
+ if (buf[offset + 0] != r ||
+ buf[offset + 1] != g ||
+ buf[offset + 2] != b ||
+ buf[offset + 3] != a) {
+ fail(x, y, buf, "(" + r + "," + g + "," + b + "," + a + ")");
+ return false;
+ }
+ return true;
+ }
+
+ // Test several locations
+ // First line should be all black
+ var success = true;
+ for (var i = 0; i < 50; ++i)
+ success = success && checkPixel(i, 0, 0, 0, 0, 255);
+
+ // Line 15 should be red for at least 10 rgba pixels starting 20 pixels in
+ var offset = (15 * 50 + 20) * 4;
+ for (var i = 0; i < 10; ++i)
+ success = success && checkPixel(20 + i, 15, r, g, b, a);
+
+ // Last line should be all black
+ for (var i = 0; i < 50; ++i)
+ success = success && checkPixel(i, 49, 0, 0, 0, 255);
+
+ if (success)
+ pass();
+
+ gl.disableVertexAttribArray(positionLocation);
+ gl.disableVertexAttribArray(colorLocation);
+}
+
+setBindLocations(2, 3);
+checkDraw(2, 3, 0, 255, 0, 255);
+
+setBindLocations(0, 3);
+gl.disableVertexAttribArray(0);
+gl.vertexAttrib4f(0, 1, 0, 0, 1);
+checkDraw(0, 3, 255, 0, 0, 255);
+
+glErrorShouldBe(gl, gl.NO_ERROR);
+
+debug("");
+successfullyParsed = true;
+
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
Property changes on: conformance/programs/gl-bind-attrib-location-test.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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