| Index: conformance/program-test.html
|
| ===================================================================
|
| --- conformance/program-test.html (revision 106149)
|
| +++ conformance/program-test.html (working copy)
|
| @@ -1,316 +0,0 @@
|
| -<!--
|
| -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">
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| -<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>
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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>
|
| -<script type="text/javascript">
|
| -function go() {
|
| - 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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| -
|
| - 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) {
|
| - 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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| -
|
| - 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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| -
|
| - 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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| -
|
| - 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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| - 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],
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| - "attaching some shaders should give the expected list");
|
| - 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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| -
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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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| -
|
| - assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
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| - "good fragment shader should compile");
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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");
|
| -}
|
| -
|
| -debug("");
|
| -go();
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| -
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| -successfullyParsed = true;
|
| -</script>
|
| -<script src="../resources/js-test-post.js"></script>
|
| -
|
| -</body>
|
| -</html>
|
|
|