gecko/content/canvas/test/webgl/conformance/object-deletion-behaviour.html
2010-10-09 12:44:24 -07:00

88 lines
3.9 KiB
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<!--
Copyright (c) 2010 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.
-->
<html>
<head>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
description("Tests deletion behavior for texture, renderbuffer, shader, and program");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
var shouldGenerateGLError = wtu.shouldGenerateGLError;
debug("");
debug("shader and program deletion");
var vertexShader = wtu.loadStandardVertexShader(gl);
assertMsg(vertexShader, "vertex shader loaded");
var fragmentShader = wtu.loadStandardFragmentShader(gl);
assertMsg(fragmentShader, "fragment shader loaded");
var program = gl.createProgram();
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, vertexShader)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, fragmentShader)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.linkProgram(program)");
shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(program)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(vertexShader)");
shouldBeTrue("gl.isShader(vertexShader)");
shouldBeTrue("gl.getShaderParameter(vertexShader, gl.DELETE_STATUS)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.detachShader(program, vertexShader)");
shouldBeFalse("gl.isShader(vertexShader)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(fragmentShader)");
shouldBeTrue("gl.isShader(fragmentShader)");
shouldBeTrue("gl.getShaderParameter(fragmentShader, gl.DELETE_STATUS)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteProgram(program)");
shouldBeTrue("gl.isProgram(program)");
shouldBeTrue("gl.getProgramParameter(program, gl.DELETE_STATUS)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(null)");
shouldBeFalse("gl.isProgram(program)");
shouldBeFalse("gl.isShader(fragmentShader)");
debug("");
debug("texture deletion");
var fbo = gl.createFramebuffer();
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
var tex = gl.createTexture();
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)");
// Deleting a texture bound to the currently-bound fbo is the same as
// detaching the textue from fbo first, then delete the texture.
shouldBeNull("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
shouldBeFalse("gl.isTexture(tex)");
debug("");
debug("renderbuffer deletion");
var rbo = gl.createRenderbuffer();
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo");
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
// Deleting a renderbuffer bound to the currently-bound fbo is the same as
// detaching the renderbuffer from fbo first, then delete the renderbuffer.
shouldBeNull("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
shouldBeFalse("gl.isRenderbuffer(rbo)");
successfullyParsed = true;
</script>
<script src="../resources/js-test-post.js"></script>
</body>
</html>