| Index: conformance/programs/program-test.html
|
| ===================================================================
|
| --- conformance/programs/program-test.html (revision 0)
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| +++ conformance/programs/program-test.html (revision 0)
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| @@ -0,0 +1,316 @@
|
| +<!--
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| +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>
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| +<html>
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| +<head>
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| +<meta charset="utf-8">
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| +<title>WebGL Program Compiling/Linking Conformance Test</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" type="text/javascript"></script>
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| +<script src="../resources/webgl-test.js" type="text/javascript"></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 id="canvas" width="2" height="2"> </canvas>
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| +<script type="text/javascript">
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| +function go() {
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| + description("Tests that program compiling/linking/using works correctly.");
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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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| + if (!gl) {
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| + testFailed("context does not exist");
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| + return;
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| + }
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| +
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| + testPassed("context exists");
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| +
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| + gl.clearColor(0.0, 0.0, 0.0, 0.0);
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| + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| +
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| + function doArraysHaveSameContents(a, b) {
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| + var flags = [];
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| + function hasUnusedValue(a, value) {
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| + for (var ii = 0; ii < a.length; ++ii) {
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| + if (a[ii] === value && !flags[ii]) {
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| + flags[ii] = true;
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| + return true;
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| + }
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| + }
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| + return false;
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| + }
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| +
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| + try {
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| + if (a.length !== b.length) {
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| + return false;
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| + }
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| + for (var ii = 0; ii < a.length; ii++) {
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| + if (!hasUnusedValue(b, a[ii])) {
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| + return false;
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| + }
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| + }
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| + } catch (ex) {
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| + return false;
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| + }
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| + return true;
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| + }
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| +
|
| +/////// Check compileShader() /////////////////////////////
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| +
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| + var vs = gl.createShader(gl.VERTEX_SHADER);
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| + gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
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| + gl.compileShader(vs);
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| +
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| + assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
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| + "good vertex shader should compile");
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| +
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| + var vs2 = gl.createShader(gl.VERTEX_SHADER);
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| + gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
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| + gl.compileShader(vs2);
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| +
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| + assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
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| + "good vertex shader #2 should compile");
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| +
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| + var vsBad = gl.createShader(gl.VERTEX_SHADER);
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| + gl.shaderSource(vsBad, "WILL NOT COMPILE;");
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| + gl.compileShader(vsBad);
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| +
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| + assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
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| + "bad vertex shader should fail to compile");
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| +
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| + var fs = gl.createShader(gl.FRAGMENT_SHADER);
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| + gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
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| + gl.compileShader(fs);
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| +
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| + assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
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| + "good fragment shader should compile");
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| +
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| + var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
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| + gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
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| + gl.compileShader(fs2);
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| +
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| + assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
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| + "good fragment shader #2 should compile");
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| +
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| + var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
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| + gl.shaderSource(fsBad, "WILL NOT COMPILE;");
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| + gl.compileShader(fsBad);
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| +
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| + assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
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| + "bad fragment shader should fail to compile");
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| +
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| + glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
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| +
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| +/////// Check attachShader() /////////////////////////////
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| +
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| + function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
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| + var prog = gl.createProgram();
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| + for (var i = 0; i < already_attached_shaders.length; ++i)
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| + gl.attachShader(prog, already_attached_shaders[i]);
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| + if(gl.getError() != gl.NO_ERROR)
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| + assertMsg(false, "unexpected error in attachShader()");
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| + gl.attachShader(prog, shader);
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| + glErrorShouldBe(gl, expected_error_code, errmsg);
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| + }
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| +
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| + checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed");
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| + checkAttachShader([vs], vs, gl.INVALID_OPERATION,
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| + "attaching an already attached vertex shader should generate INVALID_OPERATION");
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| + checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed");
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| + checkAttachShader([fs], fs, gl.INVALID_OPERATION,
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| + "attaching an already attached fragment shader should generate INVALID_OPERATION");
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| + checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
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| + "attaching shaders of the same type to a program should generate INVALID_OPERATION");
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| + checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
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| + "attaching shaders of the same type to a program should generate INVALID_OPERATION");
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| +
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| +/////// Check detachShader() /////////////////////////////
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| +
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| + function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
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| + var prog = gl.createProgram();
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| + for (var i = 0; i < already_attached_shaders.length; ++i)
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| + gl.attachShader(prog, already_attached_shaders[i]);
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| + if(gl.getError() != gl.NO_ERROR)
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| + assertMsg(false, "unexpected error in attachShader()");
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| + gl.detachShader(prog, shader);
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| + glErrorShouldBe(gl, expected_error_code, errmsg);
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| + }
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| +
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| + checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed");
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| + checkDetachShader([fs], vs, gl.INVALID_OPERATION,
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| + "detaching a not already attached vertex shader should generate INVALID_OPERATION");
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| + checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed");
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| + checkDetachShader([vs], fs, gl.INVALID_OPERATION,
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| + "detaching a not already attached fragment shader should generate INVALID_OPERATION");
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| +
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| +/////// Check getAttachedShaders() /////////////////////////////
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| +
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| + function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
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| + var prog = gl.createProgram();
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| + for (var i = 0; i < shaders_to_attach.length; ++i)
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| + gl.attachShader(prog, shaders_to_attach[i]);
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| + if(gl.getError() != gl.NO_ERROR)
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| + assertMsg(false, "unexpected error in attachShader()");
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| + for (var i = 0; i < shaders_to_detach.length; ++i)
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| + gl.detachShader(prog, shaders_to_detach[i]);
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| + if(gl.getError() != gl.NO_ERROR)
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| + assertMsg(false, "unexpected error in detachShader()");
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| + assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
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| + }
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| + checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
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| + checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
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| + checkGetAttachedShaders([fs, vs], [], [fs, vs],
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| + "attaching some shaders should give the expected list");
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| + checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it shoud leave an empty list");
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| + checkGetAttachedShaders([fs, vs], [fs, vs], [],
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| + "attaching some shaders and detaching them in same order shoud leave an empty list");
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| + checkGetAttachedShaders([fs, vs], [vs, fs], [],
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| + "attaching some shaders and detaching them in random order shoud leave an empty list");
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| + checkGetAttachedShaders([fs, vs], [vs], [fs],
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| + "attaching and detaching some shaders should leave the difference list");
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| + checkGetAttachedShaders([fs, vs], [fs], [vs],
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| + "attaching and detaching some shaders should leave the difference list");
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| + checkGetAttachedShaders([fsBad], [], [fsBad],
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| + "attaching a shader that failed to compile should still show it in the list");
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| + checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
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| + "attaching shaders, including one that failed to compile, should still show the it in the list");
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| +
|
| +/////// Check linkProgram() and useProgram /////////////////////////////
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| +
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| + function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, errmsg) {
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| + var prog = gl.createProgram();
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| + for (var i = 0; i < shaders.length; ++i) {
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| + gl.attachShader(prog, shaders[i]);
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| + if (deleteShaderAfterAttach)
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| + gl.deleteShader(shaders[i]);
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| + }
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| + gl.bindAttribLocation(prog, 0, "aVertex");
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| + gl.bindAttribLocation(prog, 1, "aColor");
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| + gl.linkProgram(prog);
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| + if (gl.getError() != gl.NO_ERROR)
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| + assertMsg(false, "unexpected error in linkProgram()");
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| + assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
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| + if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
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| + debug(gl.getProgramInfoLog(prog));
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| + if (gl.getError() != gl.NO_ERROR)
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| + assertMsg(false, "unexpected error in getProgramParameter()");
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| + gl.useProgram(prog);
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| + if (expected_status == true)
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| + glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed");
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| + if (expected_status == false)
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| + glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
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| + return prog;
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| + }
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| +
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| + var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link");
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| + var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link");
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| + var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link");
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| + var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link");
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| + var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link");
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| + var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link");
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| + var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link");
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| +
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| + gl.useProgram(progGood1);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error");
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| +
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| + var vbuf = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
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| + gl.bufferData(gl.ARRAY_BUFFER,
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| + new Float32Array([
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| + 0.0, 0.0, 0.0, 1.0,
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| + 1.0, 0.0, 0.0, 1.0,
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| + 1.0, 1.0, 0.0, 1.0,
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| + 0.0, 1.0, 0.0, 1.0]),
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| + gl.STATIC_DRAW);
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| + gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(0);
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| + gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
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| +
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| + glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
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| +
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| + gl.useProgram(progGood1);
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| + gl.drawArrays(gl.TRIANGLES, 0, 3);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
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| +
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| + gl.useProgram(progBad1);
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| + glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
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| + gl.drawArrays(gl.TRIANGLES, 0, 3);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
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| +
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| + gl.useProgram(progGood2);
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| + gl.drawArrays(gl.TRIANGLES, 0, 3);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
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| + gl.detachShader(progGood2, fs2);
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| + gl.attachShader(progGood2, fsBad);
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| + gl.linkProgram(progGood2);
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| + assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
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| + "linking should fail with in-use formerly good program, with new bad shader attached");
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| +
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| + gl.useProgram(progGood1);
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| + gl.drawArrays(gl.TRIANGLES, 0, 4);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
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| +
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| + var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram");
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| + gl.useProgram(progGood1);
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| + gl.drawArrays(gl.TRIANGLES, 0, 4);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
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| +
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| +/////// Check deleteProgram() and deleteShader() /////////////////////////////
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| +
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| + gl.useProgram(progGood1);
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| + gl.deleteProgram(progGood1);
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| + gl.drawArrays(gl.TRIANGLES, 0, 4);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
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| +
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| + gl.linkProgram(progGood1);
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| + glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
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| +
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| + var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
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| + gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
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| + gl.compileShader(fs3);
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| +
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| + assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
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| + "good fragment shader should compile");
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| +
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| + gl.deleteShader(fs3);
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| + gl.compileShader(fs3);
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| + glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately");
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| +
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| + fs3 = gl.createShader(gl.FRAGMENT_SHADER);
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| + gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
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| + gl.compileShader(fs3);
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| +
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| + assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
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| + "good fragment shader should compile");
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| +
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| + gl.detachShader(progGood1, fs);
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| + gl.attachShader(progGood1, fs3);
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| +
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| + gl.deleteShader(fs3);
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| + gl.compileShader(fs3);
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| + assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
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| + "an attached shader shouldn't be deleted");
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| +
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| + gl.useProgram(null);
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| + gl.linkProgram(progGood1);
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| + glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
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| +
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| + gl.compileShader(fs3);
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| + glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
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| +}
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| +
|
| +debug("");
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| +go();
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| +
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| +successfullyParsed = true;
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| +</script>
|
| +<script src="../../resources/js-test-post.js"></script>
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| +
|
| +</body>
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| +</html>
|
|
|
| Property changes on: conformance/programs/program-test.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
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