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https://gitlab.winehq.org/wine/wine-gecko.git
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269 lines
14 KiB
HTML
269 lines
14 KiB
HTML
<!--
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Copyright (C) 2009 Apple Computer, Inc. All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-->
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<html>
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<head>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></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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<script>
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description("Test of get calls against GL objects like getBufferParameter, etc.");
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function sizeInBytes(type) {
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switch (type) {
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case gl.BYTE:
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case gl.UNSIGNED_BYTE:
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return 1;
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case gl.SHORT:
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case gl.UNSIGNED_SHORT:
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return 2;
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case gl.INT:
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case gl.UNSIGNED_INT:
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case gl.FLOAT:
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return 4;
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default:
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throw "unknown type";
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}
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}
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var gl = create3DContext();
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var standardVert = loadStandardVertexShader(gl);
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var standardFrag = loadStandardFragmentShader(gl);
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var standardProgram = gl.createProgram();
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gl.attachShader(standardProgram, standardVert);
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gl.attachShader(standardProgram, standardFrag);
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gl.linkProgram(standardProgram);
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var shaders = gl.getAttachedShaders(standardProgram);
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shouldBe('shaders.length', '2');
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shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag');
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glErrorShouldBe(gl, gl.NO_ERROR);
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shouldBeNull('gl.getAttachedShaders(null)');
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glErrorShouldBe(gl, gl.INVALID_VALUE);
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shouldThrow('gl.getAttachedShaders(standardVert)');
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glErrorShouldBe(gl, gl.NO_ERROR);
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// Test getBufferParameter
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var buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW);
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shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16');
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shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW');
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// Test getFramebufferAttachmentParameter
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE,
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new Uint8Array([
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0, 0, 0, 255,
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255, 255, 255, 255,
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255, 255, 255, 255,
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0, 0, 0, 255]));
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.bindTexture(gl.TEXTURE_2D, null);
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var framebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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var renderbuffer = gl.createRenderbuffer();
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
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// FIXME: on some machines (in particular the WebKit commit bots) the
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// framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation
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// is needed why this is the case, because the FBO allocated
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// internally by the WebKit implementation has almost identical
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// parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843.
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shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
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shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE');
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shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture');
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shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0');
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shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0');
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shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER');
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shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer');
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// Test getProgramParameter
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shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false');
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shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true');
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shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"');
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shouldBe('typeof gl.getProgramParameter(standardProgram, gl.INFO_LOG_LENGTH)', '"number"');
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shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2');
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shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2');
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shouldBeNonZero('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTE_MAX_LENGTH)');
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shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1');
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shouldBeNonZero('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORM_MAX_LENGTH)');
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// Test getRenderbufferParameter
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shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2');
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shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2');
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// Note: we can't test the actual value of the internal format since
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// the implementation is allowed to change it.
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shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)');
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shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)');
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var colorbuffer = gl.createRenderbuffer();
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2);
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shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)');
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shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)');
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shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)');
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shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)');
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// Test getShaderParameter
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shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER');
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shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false');
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shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true');
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shouldBe('typeof gl.getShaderParameter(standardVert, gl.INFO_LOG_LENGTH)', '"number"');
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shouldBeNonZero('gl.getShaderParameter(standardVert, gl.SHADER_SOURCE_LENGTH)');
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// Test getTexParameter
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST');
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shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST');
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shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE');
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shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE');
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// Test getUniform with all variants of data types
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// Boolean uniform variables
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var boolProgram = loadProgram(gl, "resources/boolUniformShader.vert", "resources/noopUniformShader.frag");
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shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true');
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var bvalLoc = gl.getUniformLocation(boolProgram, "bval");
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var bval2Loc = gl.getUniformLocation(boolProgram, "bval2");
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var bval3Loc = gl.getUniformLocation(boolProgram, "bval3");
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var bval4Loc = gl.getUniformLocation(boolProgram, "bval4");
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gl.useProgram(boolProgram);
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gl.uniform1i(bvalLoc, 1);
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gl.uniform2i(bval2Loc, 1, 0);
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gl.uniform3i(bval3Loc, 1, 0, 1);
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gl.uniform4i(bval4Loc, 1, 0, 1, 0);
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glErrorShouldBe(gl, gl.NO_ERROR);
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shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true');
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shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]');
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shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]');
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shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]');
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// Integer uniform variables
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var intProgram = loadProgram(gl, "resources/intUniformShader.vert", "resources/noopUniformShader.frag");
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shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true');
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var ivalLoc = gl.getUniformLocation(intProgram, "ival");
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var ival2Loc = gl.getUniformLocation(intProgram, "ival2");
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var ival3Loc = gl.getUniformLocation(intProgram, "ival3");
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var ival4Loc = gl.getUniformLocation(intProgram, "ival4");
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gl.useProgram(intProgram);
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gl.uniform1i(ivalLoc, 1);
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gl.uniform2i(ival2Loc, 2, 3);
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gl.uniform3i(ival3Loc, 4, 5, 6);
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gl.uniform4i(ival4Loc, 7, 8, 9, 10);
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glErrorShouldBe(gl, gl.NO_ERROR);
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shouldBe('gl.getUniform(intProgram, ivalLoc)', '1');
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shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]');
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shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]');
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shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]');
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// Float uniform variables
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var floatProgram = loadProgram(gl, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag");
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shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true');
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var fvalLoc = gl.getUniformLocation(floatProgram, "fval");
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var fval2Loc = gl.getUniformLocation(floatProgram, "fval2");
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var fval3Loc = gl.getUniformLocation(floatProgram, "fval3");
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var fval4Loc = gl.getUniformLocation(floatProgram, "fval4");
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gl.useProgram(floatProgram);
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gl.uniform1f(fvalLoc, 11);
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gl.uniform2f(fval2Loc, 12, 13);
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gl.uniform3f(fval3Loc, 14, 15, 16);
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gl.uniform4f(fval4Loc, 17, 18, 19, 20);
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glErrorShouldBe(gl, gl.NO_ERROR);
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shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11');
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shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]');
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shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]');
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shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]');
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// Matrix uniform variables
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var matProgram = loadProgram(gl, "resources/matUniformShader.vert", "resources/noopUniformShader.frag");
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shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true');
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var mval2Loc = gl.getUniformLocation(matProgram, "mval2");
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var mval3Loc = gl.getUniformLocation(matProgram, "mval3");
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var mval4Loc = gl.getUniformLocation(matProgram, "mval4");
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gl.useProgram(matProgram);
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gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]);
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gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]);
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gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]);
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glErrorShouldBe(gl, gl.NO_ERROR);
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shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]');
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shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]');
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shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]');
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// Test getVertexAttrib
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var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW);
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// Vertex attribute 0 is special in that it has no current state, so
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// fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute
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// 1 for these tests instead.
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer');
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true');
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4');
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// Stride MUST be the value the user put in.
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0');
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT');
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false');
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gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12);
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36');
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shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12');
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gl.disableVertexAttribArray(1);
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shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false');
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gl.vertexAttrib4f(1, 5, 6, 7, 8);
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shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]');
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glErrorShouldBe(gl, gl.NO_ERROR);
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// Test cases where name == 0
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gl.deleteTexture(texture);
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shouldBeNull('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)');
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gl.deleteRenderbuffer(renderbuffer);
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shouldBeNull('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)');
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gl.deleteBuffer(buffer);
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shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)');
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glErrorShouldBe(gl, gl.NO_ERROR);
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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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