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Diffstat (limited to 'LayoutTests/fast/canvas/webgl/gl-object-get-calls.html')
-rw-r--r-- | LayoutTests/fast/canvas/webgl/gl-object-get-calls.html | 252 |
1 files changed, 252 insertions, 0 deletions
diff --git a/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html b/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html new file mode 100644 index 0000000..92a7ecb --- /dev/null +++ b/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html @@ -0,0 +1,252 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<link rel="stylesheet" href="../../js/resources/js-test-style.css"/> +<script src="../../js/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="../../js/resources/js-test-post.js"></script> +</body> +</html> |