| Index: conformance/gl-bind-attrib-location-test.html
|
| ===================================================================
|
| --- conformance/gl-bind-attrib-location-test.html (revision 106149)
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| +++ conformance/gl-bind-attrib-location-test.html (working copy)
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| @@ -1,201 +0,0 @@
|
| -<!--
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| -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>
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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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| -
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| -</script>
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| -<script src="../resources/js-test-post.js"></script>
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| -
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| -</body>
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| -</html>
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|
|