Index: conformance/programs/program-test.html |
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--- conformance/programs/program-test.html (revision 0) |
+++ conformance/programs/program-test.html (revision 0) |
@@ -0,0 +1,316 @@ |
+<!-- |
+Copyright (c) 2011 Mozilla Foundation. 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 Program Compiling/Linking Conformance Test</title> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/js-test-pre.js" type="text/javascript"></script> |
+<script src="../resources/webgl-test.js" type="text/javascript"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+<canvas id="canvas" width="2" height="2"> </canvas> |
+<script type="text/javascript"> |
+function go() { |
+ description("Tests that program compiling/linking/using works correctly."); |
+ |
+ debug(""); |
+ debug("Canvas.getContext"); |
+ |
+ var gl = create3DContext(document.getElementById("canvas")); |
+ if (!gl) { |
+ testFailed("context does not exist"); |
+ return; |
+ } |
+ |
+ testPassed("context exists"); |
+ |
+ gl.clearColor(0.0, 0.0, 0.0, 0.0); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ |
+ function doArraysHaveSameContents(a, b) { |
+ var flags = []; |
+ function hasUnusedValue(a, value) { |
+ for (var ii = 0; ii < a.length; ++ii) { |
+ if (a[ii] === value && !flags[ii]) { |
+ flags[ii] = true; |
+ return true; |
+ } |
+ } |
+ return false; |
+ } |
+ |
+ try { |
+ if (a.length !== b.length) { |
+ return false; |
+ } |
+ for (var ii = 0; ii < a.length; ii++) { |
+ if (!hasUnusedValue(b, a[ii])) { |
+ return false; |
+ } |
+ } |
+ } catch (ex) { |
+ return false; |
+ } |
+ return true; |
+ } |
+ |
+/////// Check compileShader() ///////////////////////////// |
+ |
+ var vs = gl.createShader(gl.VERTEX_SHADER); |
+ gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }"); |
+ gl.compileShader(vs); |
+ |
+ assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true, |
+ "good vertex shader should compile"); |
+ |
+ var vs2 = gl.createShader(gl.VERTEX_SHADER); |
+ gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }"); |
+ gl.compileShader(vs2); |
+ |
+ assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true, |
+ "good vertex shader #2 should compile"); |
+ |
+ var vsBad = gl.createShader(gl.VERTEX_SHADER); |
+ gl.shaderSource(vsBad, "WILL NOT COMPILE;"); |
+ gl.compileShader(vsBad); |
+ |
+ assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false, |
+ "bad vertex shader should fail to compile"); |
+ |
+ var fs = gl.createShader(gl.FRAGMENT_SHADER); |
+ gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
+ gl.compileShader(fs); |
+ |
+ assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true, |
+ "good fragment shader should compile"); |
+ |
+ var fs2 = gl.createShader(gl.FRAGMENT_SHADER); |
+ gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }"); |
+ gl.compileShader(fs2); |
+ |
+ assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true, |
+ "good fragment shader #2 should compile"); |
+ |
+ var fsBad = gl.createShader(gl.FRAGMENT_SHADER); |
+ gl.shaderSource(fsBad, "WILL NOT COMPILE;"); |
+ gl.compileShader(fsBad); |
+ |
+ assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false, |
+ "bad fragment shader should fail to compile"); |
+ |
+ glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point"); |
+ |
+/////// Check attachShader() ///////////////////////////// |
+ |
+ function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) { |
+ var prog = gl.createProgram(); |
+ for (var i = 0; i < already_attached_shaders.length; ++i) |
+ gl.attachShader(prog, already_attached_shaders[i]); |
+ if(gl.getError() != gl.NO_ERROR) |
+ assertMsg(false, "unexpected error in attachShader()"); |
+ gl.attachShader(prog, shader); |
+ glErrorShouldBe(gl, expected_error_code, errmsg); |
+ } |
+ |
+ checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed"); |
+ checkAttachShader([vs], vs, gl.INVALID_OPERATION, |
+ "attaching an already attached vertex shader should generate INVALID_OPERATION"); |
+ checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed"); |
+ checkAttachShader([fs], fs, gl.INVALID_OPERATION, |
+ "attaching an already attached fragment shader should generate INVALID_OPERATION"); |
+ checkAttachShader([vs], vs2, gl.INVALID_OPERATION, |
+ "attaching shaders of the same type to a program should generate INVALID_OPERATION"); |
+ checkAttachShader([fs], fs2, gl.INVALID_OPERATION, |
+ "attaching shaders of the same type to a program should generate INVALID_OPERATION"); |
+ |
+/////// Check detachShader() ///////////////////////////// |
+ |
+ function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) { |
+ var prog = gl.createProgram(); |
+ for (var i = 0; i < already_attached_shaders.length; ++i) |
+ gl.attachShader(prog, already_attached_shaders[i]); |
+ if(gl.getError() != gl.NO_ERROR) |
+ assertMsg(false, "unexpected error in attachShader()"); |
+ gl.detachShader(prog, shader); |
+ glErrorShouldBe(gl, expected_error_code, errmsg); |
+ } |
+ |
+ checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed"); |
+ checkDetachShader([fs], vs, gl.INVALID_OPERATION, |
+ "detaching a not already attached vertex shader should generate INVALID_OPERATION"); |
+ checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed"); |
+ checkDetachShader([vs], fs, gl.INVALID_OPERATION, |
+ "detaching a not already attached fragment shader should generate INVALID_OPERATION"); |
+ |
+/////// Check getAttachedShaders() ///////////////////////////// |
+ |
+ function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) { |
+ var prog = gl.createProgram(); |
+ for (var i = 0; i < shaders_to_attach.length; ++i) |
+ gl.attachShader(prog, shaders_to_attach[i]); |
+ if(gl.getError() != gl.NO_ERROR) |
+ assertMsg(false, "unexpected error in attachShader()"); |
+ for (var i = 0; i < shaders_to_detach.length; ++i) |
+ gl.detachShader(prog, shaders_to_detach[i]); |
+ if(gl.getError() != gl.NO_ERROR) |
+ assertMsg(false, "unexpected error in detachShader()"); |
+ assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg); |
+ } |
+ checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default"); |
+ checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list"); |
+ checkGetAttachedShaders([fs, vs], [], [fs, vs], |
+ "attaching some shaders should give the expected list"); |
+ checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it shoud leave an empty list"); |
+ checkGetAttachedShaders([fs, vs], [fs, vs], [], |
+ "attaching some shaders and detaching them in same order shoud leave an empty list"); |
+ checkGetAttachedShaders([fs, vs], [vs, fs], [], |
+ "attaching some shaders and detaching them in random order shoud leave an empty list"); |
+ checkGetAttachedShaders([fs, vs], [vs], [fs], |
+ "attaching and detaching some shaders should leave the difference list"); |
+ checkGetAttachedShaders([fs, vs], [fs], [vs], |
+ "attaching and detaching some shaders should leave the difference list"); |
+ checkGetAttachedShaders([fsBad], [], [fsBad], |
+ "attaching a shader that failed to compile should still show it in the list"); |
+ checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad], |
+ "attaching shaders, including one that failed to compile, should still show the it in the list"); |
+ |
+/////// Check linkProgram() and useProgram ///////////////////////////// |
+ |
+ function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, errmsg) { |
+ var prog = gl.createProgram(); |
+ for (var i = 0; i < shaders.length; ++i) { |
+ gl.attachShader(prog, shaders[i]); |
+ if (deleteShaderAfterAttach) |
+ gl.deleteShader(shaders[i]); |
+ } |
+ gl.bindAttribLocation(prog, 0, "aVertex"); |
+ gl.bindAttribLocation(prog, 1, "aColor"); |
+ gl.linkProgram(prog); |
+ if (gl.getError() != gl.NO_ERROR) |
+ assertMsg(false, "unexpected error in linkProgram()"); |
+ assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg); |
+ if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false) |
+ debug(gl.getProgramInfoLog(prog)); |
+ if (gl.getError() != gl.NO_ERROR) |
+ assertMsg(false, "unexpected error in getProgramParameter()"); |
+ gl.useProgram(prog); |
+ if (expected_status == true) |
+ glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed"); |
+ if (expected_status == false) |
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION"); |
+ return prog; |
+ } |
+ |
+ var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link"); |
+ var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link"); |
+ var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link"); |
+ var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link"); |
+ var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link"); |
+ var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link"); |
+ var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link"); |
+ |
+ gl.useProgram(progGood1); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error"); |
+ |
+ var vbuf = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbuf); |
+ gl.bufferData(gl.ARRAY_BUFFER, |
+ new Float32Array([ |
+ 0.0, 0.0, 0.0, 1.0, |
+ 1.0, 0.0, 0.0, 1.0, |
+ 1.0, 1.0, 0.0, 1.0, |
+ 0.0, 1.0, 0.0, 1.0]), |
+ gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); |
+ gl.enableVertexAttribArray(0); |
+ gl.vertexAttrib3f(1, 1.0, 0.0, 0.0); |
+ |
+ glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2"); |
+ |
+ gl.useProgram(progGood1); |
+ gl.drawArrays(gl.TRIANGLES, 0, 3); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); |
+ |
+ gl.useProgram(progBad1); |
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION"); |
+ gl.drawArrays(gl.TRIANGLES, 0, 3); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state"); |
+ |
+ gl.useProgram(progGood2); |
+ gl.drawArrays(gl.TRIANGLES, 0, 3); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); |
+ gl.detachShader(progGood2, fs2); |
+ gl.attachShader(progGood2, fsBad); |
+ gl.linkProgram(progGood2); |
+ assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false, |
+ "linking should fail with in-use formerly good program, with new bad shader attached"); |
+ |
+ gl.useProgram(progGood1); |
+ gl.drawArrays(gl.TRIANGLES, 0, 4); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error"); |
+ |
+ var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram"); |
+ gl.useProgram(progGood1); |
+ gl.drawArrays(gl.TRIANGLES, 0, 4); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error"); |
+ |
+/////// Check deleteProgram() and deleteShader() ///////////////////////////// |
+ |
+ gl.useProgram(progGood1); |
+ gl.deleteProgram(progGood1); |
+ gl.drawArrays(gl.TRIANGLES, 0, 4); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state"); |
+ |
+ gl.linkProgram(progGood1); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted"); |
+ |
+ var fs3 = gl.createShader(gl.FRAGMENT_SHADER); |
+ gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
+ gl.compileShader(fs3); |
+ |
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
+ "good fragment shader should compile"); |
+ |
+ gl.deleteShader(fs3); |
+ gl.compileShader(fs3); |
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately"); |
+ |
+ fs3 = gl.createShader(gl.FRAGMENT_SHADER); |
+ gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
+ gl.compileShader(fs3); |
+ |
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
+ "good fragment shader should compile"); |
+ |
+ gl.detachShader(progGood1, fs); |
+ gl.attachShader(progGood1, fs3); |
+ |
+ gl.deleteShader(fs3); |
+ gl.compileShader(fs3); |
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
+ "an attached shader shouldn't be deleted"); |
+ |
+ gl.useProgram(null); |
+ gl.linkProgram(progGood1); |
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program"); |
+ |
+ gl.compileShader(fs3); |
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed"); |
+} |
+ |
+debug(""); |
+go(); |
+ |
+successfullyParsed = true; |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
Property changes on: conformance/programs/program-test.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |