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https://gitlab.winehq.org/wine/wine-gecko.git
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88 lines
3.9 KiB
HTML
88 lines
3.9 KiB
HTML
<!--
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Copyright (c) 2010 The Chromium Authors. 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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<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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<script src="resources/webgl-test-utils.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("Tests deletion behavior for texture, renderbuffer, shader, and program");
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext();
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var shouldGenerateGLError = wtu.shouldGenerateGLError;
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debug("");
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debug("shader and program deletion");
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var vertexShader = wtu.loadStandardVertexShader(gl);
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assertMsg(vertexShader, "vertex shader loaded");
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var fragmentShader = wtu.loadStandardFragmentShader(gl);
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assertMsg(fragmentShader, "fragment shader loaded");
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var program = gl.createProgram();
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, vertexShader)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, fragmentShader)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.linkProgram(program)");
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shouldBeTrue("gl.getProgramParameter(program, gl.LINK_STATUS)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(program)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(vertexShader)");
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shouldBeTrue("gl.isShader(vertexShader)");
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shouldBeTrue("gl.getShaderParameter(vertexShader, gl.DELETE_STATUS)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.detachShader(program, vertexShader)");
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shouldBeFalse("gl.isShader(vertexShader)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteShader(fragmentShader)");
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shouldBeTrue("gl.isShader(fragmentShader)");
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shouldBeTrue("gl.getShaderParameter(fragmentShader, gl.DELETE_STATUS)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteProgram(program)");
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shouldBeTrue("gl.isProgram(program)");
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shouldBeTrue("gl.getProgramParameter(program, gl.DELETE_STATUS)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.useProgram(null)");
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shouldBeFalse("gl.isProgram(program)");
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shouldBeFalse("gl.isShader(fragmentShader)");
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debug("");
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debug("texture deletion");
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var fbo = gl.createFramebuffer();
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)");
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var tex = gl.createTexture();
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)");
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shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)");
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// Deleting a texture bound to the currently-bound fbo is the same as
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// detaching the textue from fbo first, then delete the texture.
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shouldBeNull("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
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shouldBeFalse("gl.isTexture(tex)");
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debug("");
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debug("renderbuffer deletion");
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var rbo = gl.createRenderbuffer();
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)");
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shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo");
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shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)");
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// Deleting a renderbuffer bound to the currently-bound fbo is the same as
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// detaching the renderbuffer from fbo first, then delete the renderbuffer.
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shouldBeNull("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)");
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shouldBeFalse("gl.isRenderbuffer(rbo)");
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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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