mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
211 lines
6.5 KiB
HTML
211 lines
6.5 KiB
HTML
<!--
|
|
Copyright (c) 2009 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 PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
|
|
"http://www.w3.org/TR/html4/loose.dtd">
|
|
<html>
|
|
<head>
|
|
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
|
<title>WebGL BindAttribLocation Conformance Tests</title>
|
|
<link rel="stylesheet" href="../resources/js-test-style.css"/>
|
|
<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
|
|
<script src="../resources/js-test-pre.js"></script>
|
|
<script src="resources/webgl-test.js"></script>
|
|
</head>
|
|
<body>
|
|
<div id="description"></div>
|
|
<div id="console"></div>
|
|
<canvas style="border: 1px solid black;" id="canvas" width="50" height="50">
|
|
</canvas><script id="vshader" type="text/something-not-javascript">
|
|
attribute vec4 vPosition;
|
|
attribute vec4 vColor;
|
|
varying vec4 color;
|
|
void main()
|
|
{
|
|
gl_Position = vPosition;
|
|
color = vColor;
|
|
}
|
|
</script>
|
|
<script id="fshader" type="text/something-not-javascript">
|
|
precision mediump float;
|
|
varying vec4 color;
|
|
void main()
|
|
{
|
|
gl_FragColor = color;
|
|
}
|
|
</script>
|
|
<script>
|
|
description("This test ensures WebGL implementations don't allow names that start with 'gl_' when calling bindAttribLocation.");
|
|
|
|
debug("");
|
|
debug("Canvas.getContext");
|
|
|
|
var gl = create3DContext(document.getElementById("canvas"));
|
|
if (!gl) {
|
|
testFailed("context does not exist");
|
|
} else {
|
|
testPassed("context exists");
|
|
|
|
function fail(x,y, buf, shouldBe)
|
|
{
|
|
var i = (y*50+x) * 4;
|
|
var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe;
|
|
testFailed(reason);
|
|
}
|
|
|
|
function pass()
|
|
{
|
|
testPassed("drawing is correct");
|
|
}
|
|
|
|
function loadShader(shaderType, shaderId) {
|
|
// Get the shader source.
|
|
var shaderSource = document.getElementById(shaderId).text;
|
|
|
|
// Create the shader object
|
|
var shader = gl.createShader(shaderType);
|
|
if (shader == null) {
|
|
debug("*** Error: unable to create shader '"+shaderId+"'");
|
|
return null;
|
|
}
|
|
|
|
// Load the shader source
|
|
gl.shaderSource(shader, shaderSource);
|
|
|
|
// Compile the shader
|
|
gl.compileShader(shader);
|
|
|
|
// Check the compile status
|
|
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
|
if (!compiled) {
|
|
// Something went wrong during compilation; get the error
|
|
var error = gl.getShaderInfoLog(shader);
|
|
log("*** Error compiling shader '"+shader+"':"+error);
|
|
gl.deleteShader(shader);
|
|
return null;
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
debug("");
|
|
debug("Checking gl.bindAttribLocation.");
|
|
|
|
var program = gl.createProgram();
|
|
gl.bindAttribLocation(program, 0, "gl_foo");
|
|
assertMsg(gl.getError() == gl.INVALID_OPERATION,
|
|
"bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
|
|
gl.bindAttribLocation(program, 0, "gl_TexCoord0");
|
|
assertMsg(gl.getError() == gl.INVALID_OPERATION,
|
|
"bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
|
|
|
|
var vs = loadShader(gl.VERTEX_SHADER, "vshader");
|
|
var fs = loadShader(gl.FRAGMENT_SHADER, "fshader");
|
|
gl.attachShader(program, vs);
|
|
gl.attachShader(program, fs);
|
|
|
|
var positions = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, positions);
|
|
gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
|
|
|
|
var colors = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colors);
|
|
gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray([
|
|
0,1,0,1,
|
|
0,1,0,1,
|
|
0,1,0,1]), gl.STATIC_DRAW);
|
|
|
|
function setBindLocations(colorLocation, positionLocation) {
|
|
gl.bindAttribLocation(program, positionLocation, "vPosition");
|
|
gl.bindAttribLocation(program, colorLocation, "vColor");
|
|
gl.linkProgram(program);
|
|
gl.useProgram(program);
|
|
var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
|
|
assertMsg(linked, "program linked successfully");
|
|
|
|
debug("vPosition:" + gl.getAttribLocation(program, "vPosition"))
|
|
debug("vColor :" + gl.getAttribLocation(program, "vColor"))
|
|
assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation,
|
|
"location of vPositon should be " + positionLocation);
|
|
assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation,
|
|
"location of vColor should be " + colorLocation);
|
|
|
|
var ploc = gl.getAttribLocation(program, "vPosition");
|
|
var cloc = gl.getAttribLocation(program, "vColor");
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, positions);
|
|
gl.enableVertexAttribArray(positionLocation);
|
|
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colors);
|
|
gl.enableVertexAttribArray(colorLocation);
|
|
gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
|
|
}
|
|
|
|
function checkDraw(colorLocation, positionLocation, r, g, b, a) {
|
|
gl.clearColor(0, 0, 0, 1);
|
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
|
|
|
var buf = gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE);
|
|
|
|
function checkPixel(x, y, r, g, b, a) {
|
|
var offset = (y * 50 + x) * 4;
|
|
if (buf[offset + 0] != r ||
|
|
buf[offset + 1] != g ||
|
|
buf[offset + 2] != b ||
|
|
buf[offset + 3] != a) {
|
|
fail(x, y, buf, "(" + r + "," + g + "," + b + "," + a + ")");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Test several locations
|
|
// First line should be all black
|
|
var success = true;
|
|
for (var i = 0; i < 50; ++i) {
|
|
success = success && checkPixel(i, 0, 0, 0, 0, 255);
|
|
}
|
|
|
|
// Line 15 should be red for at least 10 rgba pixels starting 20 pixels in
|
|
var offset = (15 * 50 + 20) * 4;
|
|
for (var i = 0; i < 10; ++i) {
|
|
success = success && checkPixel(20 + i, 15, r, g, b, a);
|
|
}
|
|
|
|
// Last line should be all black
|
|
for (var i = 0; i < 50; ++i) {
|
|
success = success && checkPixel(i, 49, 0, 0, 0, 255);
|
|
}
|
|
|
|
if (success) {
|
|
pass();
|
|
}
|
|
|
|
gl.disableVertexAttribArray(positionLocation);
|
|
gl.disableVertexAttribArray(colorLocation);
|
|
}
|
|
|
|
setBindLocations(2, 3);
|
|
checkDraw(2, 3, 0, 255, 0, 255);
|
|
setBindLocations(0, 3);
|
|
|
|
gl.disableVertexAttribArray(0);
|
|
gl.vertexAttrib4f(0, 1, 0, 0, 1);
|
|
checkDraw(0, 3, 255, 0, 0, 255);
|
|
|
|
shouldBe("gl.getError()", "gl.NO_ERROR");
|
|
}
|
|
|
|
debug("");
|
|
successfullyParsed = true;
|
|
|
|
</script>
|
|
<script src="../resources/js-test-post.js"></script>
|
|
|
|
<script>
|
|
</script>
|
|
|
|
</body>
|
|
</html>
|