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Diffstat (limited to 'LayoutTests/fast/canvas/webgl/program-test.html')
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diff --git a/LayoutTests/fast/canvas/webgl/program-test.html b/LayoutTests/fast/canvas/webgl/program-test.html new file mode 100644 index 0000000..9b4575a --- /dev/null +++ b/LayoutTests/fast/canvas/webgl/program-test.html @@ -0,0 +1,311 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Program Compiling/Linking Conformance Test</title> +<link rel="stylesheet" href="../../js/resources/js-test-style.css"/> +<script src="../../js/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="../../js/resources/js-test-post.js"></script> + +</body> +</html> |