Index: conformance/state/gl-object-get-calls.html |
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--- conformance/state/gl-object-get-calls.html (revision 0) |
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@@ -0,0 +1,276 @@ |
+<!-- |
+Copyright (C) 2011 Apple Computer, Inc. All rights reserved. |
+ |
+Redistribution and use in source and binary forms, with or without |
+modification, are permitted provided that the following conditions |
+are met: |
+1. Redistributions of source code must retain the above copyright |
+ notice, this list of conditions and the following disclaimer. |
+2. Redistributions in binary form must reproduce the above copyright |
+ notice, this list of conditions and the following disclaimer in the |
+ documentation and/or other materials provided with the distribution. |
+ |
+THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. AS IS AND ANY |
+EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
+PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
+CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
+OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
+--> |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<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> |
+ |
+<script> |
+description("Test of get calls against GL objects like getBufferParameter, etc."); |
+ |
+function sizeInBytes(type) { |
+ switch (type) { |
+ case gl.BYTE: |
+ case gl.UNSIGNED_BYTE: |
+ return 1; |
+ case gl.SHORT: |
+ case gl.UNSIGNED_SHORT: |
+ return 2; |
+ case gl.INT: |
+ case gl.UNSIGNED_INT: |
+ case gl.FLOAT: |
+ return 4; |
+ default: |
+ throw "unknown type"; |
+ } |
+} |
+ |
+var gl = create3DContext(); |
+ |
+var standardVert = loadStandardVertexShader(gl); |
+var standardFrag = loadStandardFragmentShader(gl); |
+var standardProgram = gl.createProgram(); |
+gl.attachShader(standardProgram, standardVert); |
+gl.attachShader(standardProgram, standardFrag); |
+gl.linkProgram(standardProgram); |
+var shaders = gl.getAttachedShaders(standardProgram); |
+shouldBe('shaders.length', '2'); |
+shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag'); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+shouldBeNull('gl.getAttachedShaders(null)'); |
+glErrorShouldBe(gl, gl.INVALID_VALUE); |
+shouldThrow('gl.getAttachedShaders(standardVert)'); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+// Test getBufferParameter |
+var buffer = gl.createBuffer(); |
+gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
+gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW); |
+shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16'); |
+shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW'); |
+ |
+// Test getFramebufferAttachmentParameter |
+var texture = gl.createTexture(); |
+gl.bindTexture(gl.TEXTURE_2D, texture); |
+gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
+ new Uint8Array([ |
+ 0, 0, 0, 255, |
+ 255, 255, 255, 255, |
+ 255, 255, 255, 255, |
+ 0, 0, 0, 255])); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
+gl.bindTexture(gl.TEXTURE_2D, null); |
+var framebuffer = gl.createFramebuffer(); |
+gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
+gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); |
+var renderbuffer = gl.createRenderbuffer(); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); |
+// FIXME: on some machines (in particular the WebKit commit bots) the |
+// framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation |
+// is needed why this is the case, because the FBO allocated |
+// internally by the WebKit implementation has almost identical |
+// parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843. |
+shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE'); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture'); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0'); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0'); |
+ |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER'); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer'); |
+ |
+// Test getProgramParameter |
+shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false'); |
+shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true'); |
+shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"'); |
+shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2'); |
+shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2'); |
+shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1'); |
+ |
+// Test getRenderbufferParameter |
+shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2'); |
+shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2'); |
+// Note: we can't test the actual value of the internal format since |
+// the implementation is allowed to change it. |
+shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)'); |
+shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)'); |
+var colorbuffer = gl.createRenderbuffer(); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2); |
+shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)'); |
+shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)'); |
+shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)'); |
+shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)'); |
+ |
+// Test getShaderParameter |
+shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER'); |
+shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false'); |
+shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true'); |
+ |
+// Test getTexParameter |
+gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
+gl.bindTexture(gl.TEXTURE_2D, texture); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
+gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
+shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST'); |
+shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST'); |
+shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE'); |
+shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE'); |
+ |
+// Test getUniform with all variants of data types |
+// Boolean uniform variables |
+var boolProgram = loadProgram(gl, "../resources/boolUniformShader.vert", "../resources/noopUniformShader.frag"); |
+shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true'); |
+var bvalLoc = gl.getUniformLocation(boolProgram, "bval"); |
+var bval2Loc = gl.getUniformLocation(boolProgram, "bval2"); |
+var bval3Loc = gl.getUniformLocation(boolProgram, "bval3"); |
+var bval4Loc = gl.getUniformLocation(boolProgram, "bval4"); |
+gl.useProgram(boolProgram); |
+gl.uniform1i(bvalLoc, 1); |
+gl.uniform2i(bval2Loc, 1, 0); |
+gl.uniform3i(bval3Loc, 1, 0, 1); |
+gl.uniform4i(bval4Loc, 1, 0, 1, 0); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true'); |
+shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]'); |
+shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]'); |
+shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]'); |
+// Integer uniform variables |
+var intProgram = loadProgram(gl, "../resources/intUniformShader.vert", "../resources/noopUniformShader.frag"); |
+shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true'); |
+var ivalLoc = gl.getUniformLocation(intProgram, "ival"); |
+var ival2Loc = gl.getUniformLocation(intProgram, "ival2"); |
+var ival3Loc = gl.getUniformLocation(intProgram, "ival3"); |
+var ival4Loc = gl.getUniformLocation(intProgram, "ival4"); |
+gl.useProgram(intProgram); |
+gl.uniform1i(ivalLoc, 1); |
+gl.uniform2i(ival2Loc, 2, 3); |
+gl.uniform3i(ival3Loc, 4, 5, 6); |
+gl.uniform4i(ival4Loc, 7, 8, 9, 10); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+shouldBe('gl.getUniform(intProgram, ivalLoc)', '1'); |
+shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]'); |
+shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]'); |
+shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]'); |
+// Float uniform variables |
+var floatProgram = loadProgram(gl, "../resources/floatUniformShader.vert", "../resources/noopUniformShader.frag"); |
+shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true'); |
+var fvalLoc = gl.getUniformLocation(floatProgram, "fval"); |
+var fval2Loc = gl.getUniformLocation(floatProgram, "fval2"); |
+var fval3Loc = gl.getUniformLocation(floatProgram, "fval3"); |
+var fval4Loc = gl.getUniformLocation(floatProgram, "fval4"); |
+gl.useProgram(floatProgram); |
+gl.uniform1f(fvalLoc, 11); |
+gl.uniform2f(fval2Loc, 12, 13); |
+gl.uniform3f(fval3Loc, 14, 15, 16); |
+gl.uniform4f(fval4Loc, 17, 18, 19, 20); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11'); |
+shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]'); |
+shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]'); |
+shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]'); |
+// Sampler uniform variables |
+var samplerProgram = loadProgram(gl, "../resources/noopUniformShader.vert", "../resources/samplerUniformShader.frag"); |
+shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true'); |
+var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D"); |
+var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube"); |
+gl.useProgram(samplerProgram); |
+gl.uniform1i(s2DValLoc, 0); |
+gl.uniform1i(sCubeValLoc, 1); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0'); |
+shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1'); |
+// Matrix uniform variables |
+var matProgram = loadProgram(gl, "../resources/matUniformShader.vert", "../resources/noopUniformShader.frag"); |
+shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true'); |
+var mval2Loc = gl.getUniformLocation(matProgram, "mval2"); |
+var mval3Loc = gl.getUniformLocation(matProgram, "mval3"); |
+var mval4Loc = gl.getUniformLocation(matProgram, "mval4"); |
+gl.useProgram(matProgram); |
+gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]); |
+gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]); |
+gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]'); |
+shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]'); |
+shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]'); |
+ |
+// Test getVertexAttrib |
+var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]); |
+gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
+gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW); |
+// Vertex attribute 0 is special in that it has no current state, so |
+// fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute |
+// 1 for these tests instead. |
+gl.enableVertexAttribArray(1); |
+gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer'); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true'); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4'); |
+// Stride MUST be the value the user put in. |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0'); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT'); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false'); |
+gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36'); |
+shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12'); |
+gl.disableVertexAttribArray(1); |
+shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false'); |
+gl.vertexAttrib4f(1, 5, 6, 7, 8); |
+shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]'); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+// Test cases where name == 0 |
+gl.deleteTexture(texture); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); |
+gl.deleteRenderbuffer(renderbuffer); |
+shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); |
+gl.deleteBuffer(buffer); |
+shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)'); |
+glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+successfullyParsed = true; |
+</script> |
+ |
+<script src="../../resources/js-test-post.js"></script> |
+</body> |
+</html> |
Property changes on: conformance/state/gl-object-get-calls.html |
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Added: svn:eol-style |
+ LF |