mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
292 lines
14 KiB
HTML
292 lines
14 KiB
HTML
<!--
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Copyright (c) 2010 Mozilla Foundation. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
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<title>WebGL Program Compiling/Linking Conformance Test</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" 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>
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<script type="text/javascript">
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function go() {
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description("Tests that program compiling/linking/using works correctly.");
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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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testPassed("context exists");
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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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/////// 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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assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
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"good vertex shader should compile");
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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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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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assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
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"bad vertex shader should fail to compile");
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var fs = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs, "#ifdef GL_ES\nprecision mediump float;\n#endif\n varying vec4 vColor; void main() { gl_FragColor = vColor; }");
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gl.compileShader(fs);
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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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var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs2, "#ifdef GL_ES\nprecision mediump float;\n#endif\n varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
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gl.compileShader(fs2);
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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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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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assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
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"bad fragment shader should fail to compile");
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glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
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/////// Check attachShader() /////////////////////////////
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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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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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/////// Check detachShader() /////////////////////////////
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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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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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/////// Check getAttachedShaders() /////////////////////////////
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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(areArraysEqual(gl.getAttachedShaders(prog), expected_shaders), errmsg);
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}
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checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
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checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
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checkGetAttachedShaders([fs, vs], [], [fs, vs],
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"attaching some shaders should give the expected list");
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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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/////// Check linkProgram() and useProgram /////////////////////////////
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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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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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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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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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glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
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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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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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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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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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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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/////// Check deleteProgram() and deleteShader() /////////////////////////////
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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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gl.linkProgram(progGood1);
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glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
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var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs3, "#ifdef GL_ES\nprecision mediump float;\n#endif\n 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.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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fs3 = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fs3, "#ifdef GL_ES\nprecision mediump float;\n#endif\n 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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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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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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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");
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}
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debug("");
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go();
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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</body>
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</html>
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