| Index: conformance/programs/gl-bind-attrib-location-test.html
|
| ===================================================================
|
| --- conformance/programs/gl-bind-attrib-location-test.html (revision 0)
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| +++ conformance/programs/gl-bind-attrib-location-test.html (revision 0)
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| @@ -0,0 +1,201 @@
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| +<!--
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| +Copyright (c) 2011 The Chromium Authors. All rights reserved.
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| +Use of this source code is governed by a BSD-style license that can be
|
| +found in the LICENSE file.
|
| + -->
|
| +<!DOCTYPE html>
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| +<html>
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| +<head>
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| +<meta charset="utf-8">
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| +<title>WebGL BindAttribLocation Conformance Tests</title>
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| +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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| +<script src="../../resources/js-test-pre.js"></script>
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| +<script src="../resources/webgl-test.js"></script>
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| +</head>
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| +<body>
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| +<div id="description"></div>
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| +<div id="console"></div>
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| +<canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></canvas>
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| +<script id="vshader" type="text/something-not-javascript">
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| +attribute vec4 vPosition;
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| +attribute vec4 vColor;
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| +varying vec4 color;
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| +void main()
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| +{
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| + gl_Position = vPosition;
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| + color = vColor;
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| +}
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| +</script>
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| +<script id="fshader" type="text/something-not-javascript">
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| +precision mediump float;
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| +
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| +varying vec4 color;
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| +void main()
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| +{
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| + gl_FragColor = color;
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| +}
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| +</script>
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| +<script>
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| +description("This test ensures WebGL implementations don't allow names that start with 'gl_' when calling bindAttribLocation.");
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| +
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| +debug("");
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| +debug("Canvas.getContext");
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| +
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| +var gl = create3DContext(document.getElementById("canvas"));
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| +shouldBeNonNull(gl);
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| +
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| +function fail(x,y, buf, shouldBe)
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| +{
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| + var i = (y*50+x) * 4;
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| + var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
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| + testFailed(reason);
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| +}
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| +
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| +function pass()
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| +{
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| + testPassed("drawing is correct");
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| +}
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| +
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| +function loadShader(shaderType, shaderId) {
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| + // Get the shader source.
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| + var shaderSource = document.getElementById(shaderId).text;
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| +
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| + // Create the shader object
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| + var shader = gl.createShader(shaderType);
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| + if (shader == null) {
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| + debug("*** Error: unable to create shader '"+shaderId+"'");
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| + return null;
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| + }
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| +
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| + // Load the shader source
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| + gl.shaderSource(shader, shaderSource);
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| +
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| + // Compile the shader
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| + gl.compileShader(shader);
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| +
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| + // Check the compile status
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| + var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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| + if (!compiled) {
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| + // Something went wrong during compilation; get the error
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| + var error = gl.getShaderInfoLog(shader);
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| + debug("*** Error compiling shader '"+shader+"':"+error);
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| + gl.deleteShader(shader);
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| + return null;
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| + }
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| + return shader;
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| +}
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| +
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| +debug("");
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| +debug("Checking gl.bindAttribLocation.");
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| +
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| +var program = gl.createProgram();
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| +gl.bindAttribLocation(program, 0, "gl_foo");
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| +glErrorShouldBe(gl, gl.INVALID_OPERATION,
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| + "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
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| +gl.bindAttribLocation(program, 0, "gl_TexCoord0");
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| +glErrorShouldBe(gl, gl.INVALID_OPERATION,
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| + "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
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| +
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| +var vs = loadShader(gl.VERTEX_SHADER, "vshader");
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| +var fs = loadShader(gl.FRAGMENT_SHADER, "fshader");
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| +gl.attachShader(program, vs);
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| +gl.attachShader(program, fs);
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| +
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| +var positions = gl.createBuffer();
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| +gl.bindBuffer(gl.ARRAY_BUFFER, positions);
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| +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
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| +
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| +var colors = gl.createBuffer();
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| +gl.bindBuffer(gl.ARRAY_BUFFER, colors);
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| +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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| + 0,1,0,1,
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| + 0,1,0,1,
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| + 0,1,0,1]), gl.STATIC_DRAW);
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| +
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| +function setBindLocations(colorLocation, positionLocation) {
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| + gl.bindAttribLocation(program, positionLocation, "vPosition");
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| + gl.bindAttribLocation(program, colorLocation, "vColor");
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| + gl.linkProgram(program);
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| + gl.useProgram(program);
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| + var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
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| + assertMsg(linked, "program linked successfully");
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| +
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| + debug("vPosition:" + gl.getAttribLocation(program, "vPosition"))
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| + debug("vColor :" + gl.getAttribLocation(program, "vColor"))
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| + assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation,
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| + "location of vPosition should be " + positionLocation);
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| + assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation,
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| + "location of vColor should be " + colorLocation);
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| +
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| + var ploc = gl.getAttribLocation(program, "vPosition");
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| + var cloc = gl.getAttribLocation(program, "vColor");
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| + gl.bindBuffer(gl.ARRAY_BUFFER, positions);
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| + gl.enableVertexAttribArray(positionLocation);
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| + gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, colors);
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| + gl.enableVertexAttribArray(colorLocation);
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| + gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
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| +}
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| +
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| +function checkDraw(colorLocation, positionLocation, r, g, b, a) {
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| + gl.clearColor(0, 0, 0, 1);
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| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| + gl.drawArrays(gl.TRIANGLES, 0, 3);
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| +
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| + var width = 50;
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| + var height = 50;
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| + var buf = new Uint8Array(width * height * 4);
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| + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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| +
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| + function checkPixel(x, y, r, g, b, a) {
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| + var offset = (y * width + x) * 4;
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| + if (buf[offset + 0] != r ||
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| + buf[offset + 1] != g ||
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| + buf[offset + 2] != b ||
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| + buf[offset + 3] != a) {
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| + fail(x, y, buf, "(" + r + "," + g + "," + b + "," + a + ")");
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| + return false;
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| + }
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| + return true;
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| + }
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| +
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| + // Test several locations
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| + // First line should be all black
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| + var success = true;
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| + for (var i = 0; i < 50; ++i)
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| + success = success && checkPixel(i, 0, 0, 0, 0, 255);
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| +
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| + // Line 15 should be red for at least 10 rgba pixels starting 20 pixels in
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| + var offset = (15 * 50 + 20) * 4;
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| + for (var i = 0; i < 10; ++i)
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| + success = success && checkPixel(20 + i, 15, r, g, b, a);
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| +
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| + // Last line should be all black
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| + for (var i = 0; i < 50; ++i)
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| + success = success && checkPixel(i, 49, 0, 0, 0, 255);
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| +
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| + if (success)
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| + pass();
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| +
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| + gl.disableVertexAttribArray(positionLocation);
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| + gl.disableVertexAttribArray(colorLocation);
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| +}
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| +
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| +setBindLocations(2, 3);
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| +checkDraw(2, 3, 0, 255, 0, 255);
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| +
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| +setBindLocations(0, 3);
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| +gl.disableVertexAttribArray(0);
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| +gl.vertexAttrib4f(0, 1, 0, 0, 1);
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| +checkDraw(0, 3, 255, 0, 0, 255);
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| +
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| +glErrorShouldBe(gl, gl.NO_ERROR);
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| +
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| +debug("");
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| +successfullyParsed = true;
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| +
|
| +</script>
|
| +<script src="../../resources/js-test-post.js"></script>
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| +
|
| +</body>
|
| +</html>
|
|
|
| Property changes on: conformance/programs/gl-bind-attrib-location-test.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
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