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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Program Compiling/Linking Conformance Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/desktop-gl-constants.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
</script>
<script id="fshader-red" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
}
</script>
<script id="fshader-green" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshader-settable" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main()
{
gl_FragColor = u_color;
}
</script>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script type="application/javascript">
var wtu = WebGLTestUtils;
let gl;
function go() {
description("Tests that program compiling/linking/using works correctly.");
debug("");
debug("Canvas.getContext");
gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
return;
}
testPassed("context exists");
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
function doArraysHaveSameContents(a, b) {
var flags = [];
function hasUnusedValue(a, value) {
for (var ii = 0; ii < a.length; ++ii) {
if (a[ii] === value && !flags[ii]) {
flags[ii] = true;
return true;
}
}
return false;
}
try {
if (a.length !== b.length) {
return false;
}
for (var ii = 0; ii < a.length; ii++) {
if (!hasUnusedValue(b, a[ii])) {
return false;
}
}
} catch (ex) {
return false;
}
return true;
}
/////// Check compileShader() /////////////////////////////
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
gl.compileShader(vs);
assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
"good vertex shader should compile");
// Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
assertMsg(gl.getShaderParameter(vs, desktopGL['INFO_LOG_LENGTH']) === null, "invalid call to getShaderParameter should return null");
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argument to getShaderParameter in WebGL");
assertMsg(gl.getShaderParameter(vs, desktopGL['SHADER_SOURCE_LENGTH']) === null, "invalid call to getShaderParameter should return null");
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "SHADER_SOURCE_LENGTH is not a valid argument to getShaderParameter in WebGL");
var vs2 = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
gl.compileShader(vs2);
assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
"good vertex shader #2 should compile");
var vsBad = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vsBad, "WILL NOT COMPILE;");
gl.compileShader(vsBad);
// GLSL 1.0.17 section 10.27. compile shader does not have to return failure.
//assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
// "bad vertex shader should fail to compile");
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
gl.compileShader(fs);
assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
"good fragment shader should compile");
var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
gl.compileShader(fs2);
assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
"good fragment shader #2 should compile");
var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fsBad, "WILL NOT COMPILE;");
gl.compileShader(fsBad);
// GLSL 1.0.17 section 10.27. compile shader does not have to return failure.
//assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
// "bad fragment shader should fail to compile");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
/////// Check attachShader() /////////////////////////////
function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
var prog = gl.createProgram();
for (var i = 0; i < already_attached_shaders.length; ++i)
gl.attachShader(prog, already_attached_shaders[i]);
if(gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in attachShader()");
gl.attachShader(prog, shader);
wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
}
checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed");
checkAttachShader([vs], vs, gl.INVALID_OPERATION,
"attaching an already attached vertex shader should generate INVALID_OPERATION");
checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed");
checkAttachShader([fs], fs, gl.INVALID_OPERATION,
"attaching an already attached fragment shader should generate INVALID_OPERATION");
checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
"attaching shaders of the same type to a program should generate INVALID_OPERATION");
checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
"attaching shaders of the same type to a program should generate INVALID_OPERATION");
/////// Check detachShader() /////////////////////////////
function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
var prog = gl.createProgram();
for (var i = 0; i < already_attached_shaders.length; ++i)
gl.attachShader(prog, already_attached_shaders[i]);
if(gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in attachShader()");
gl.detachShader(prog, shader);
wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
}
checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed");
checkDetachShader([fs], vs, gl.INVALID_OPERATION,
"detaching a not already attached vertex shader should generate INVALID_OPERATION");
checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed");
checkDetachShader([vs], fs, gl.INVALID_OPERATION,
"detaching a not already attached fragment shader should generate INVALID_OPERATION");
/////// Check getAttachedShaders() /////////////////////////////
function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
prog = gl.createProgram();
for (var i = 0; i < shaders_to_attach.length; ++i)
gl.attachShader(prog, shaders_to_attach[i]);
if(gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in attachShader()");
for (var i = 0; i < shaders_to_detach.length; ++i)
gl.detachShader(prog, shaders_to_detach[i]);
if(gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in detachShader()");
assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
shouldBe('gl.getProgramParameter(prog, gl.ATTACHED_SHADERS)', `${expected_shaders.length}`);
}
checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
checkGetAttachedShaders([fs, vs], [], [fs, vs],
"attaching some shaders should give the expected list");
checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it should leave an empty list");
checkGetAttachedShaders([fs, vs], [fs, vs], [],
"attaching some shaders and detaching them in same order should leave an empty list");
checkGetAttachedShaders([fs, vs], [vs, fs], [],
"attaching some shaders and detaching them in random order should leave an empty list");
checkGetAttachedShaders([fs, vs], [vs], [fs],
"attaching and detaching some shaders should leave the difference list");
checkGetAttachedShaders([fs, vs], [fs], [vs],
"attaching and detaching some shaders should leave the difference list");
checkGetAttachedShaders([fsBad], [], [fsBad],
"attaching a shader that failed to compile should still show it in the list");
checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
"attaching shaders, including one that failed to compile, should still show the it in the list");
/////// Check linkProgram() and useProgram /////////////////////////////
function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, testInvalidEnums, errmsg) {
var prog = gl.createProgram();
for (var i = 0; i < shaders.length; ++i) {
gl.attachShader(prog, shaders[i]);
if (deleteShaderAfterAttach)
gl.deleteShader(shaders[i]);
}
gl.bindAttribLocation(prog, 0, "aVertex");
gl.bindAttribLocation(prog, 1, "aColor");
gl.linkProgram(prog);
if (gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in linkProgram()");
assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
var infolog = gl.getProgramInfoLog(prog);
if (gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in getProgramInfoLog()");
if (typeof(infolog) != "string")
assertMsg(false, "getProgramInfoLog() did not return a string");
if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
debug(infolog);
if (gl.getError() != gl.NO_ERROR)
assertMsg(false, "unexpected error in getProgramParameter()");
if (testInvalidEnums) {
// Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
assertMsg(gl.getProgramParameter(prog, desktopGL['INFO_LOG_LENGTH']) === null, "invalid call to getProgramParameter should return null");
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argument to getProgramParameter in WebGL");
assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_ATTRIBUTE_MAX_LENGTH']) === null, "invalid call to getProgramParameter should return null");
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_ATTRIBUTE_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_UNIFORM_MAX_LENGTH']) === null, "invalid call to getProgramParameter should return null");
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_UNIFORM_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
}
gl.useProgram(prog);
if (expected_status == true)
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed");
if (expected_status == false)
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
return prog;
}
var progGood1 = checkLinkAndUse([vs, fs], false, true, true, "valid program should link");
var progGood2 = checkLinkAndUse([vs, fs2], false, true, false, "valid program #2 should link");
var progBad1 = checkLinkAndUse([vs], false, false, false, "program with no fragment shader should fail to link");
var progBad2 = checkLinkAndUse([fs], false, false, false, "program with no vertex shader should fail to link");
var progBad3 = checkLinkAndUse([vsBad, fs], false, false, false, "program with bad vertex shader should fail to link");
var progBad4 = checkLinkAndUse([vs, fsBad], false, false, false, "program with bad fragment shader should fail to link");
var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, false, "program with bad shaders should fail to link");
gl.useProgram(progGood1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error");
var vbuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([
0.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0]),
gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
gl.useProgram(null);
gl.drawArrays(gl.TRIANGLES, 0, 3);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawing with a null program should generate INVALID_OPERATION");
gl.useProgram(progGood1);
gl.drawArrays(gl.TRIANGLES, 0, 3);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
gl.useProgram(progBad1);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
gl.drawArrays(gl.TRIANGLES, 0, 3);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
gl.useProgram(progGood2);
gl.drawArrays(gl.TRIANGLES, 0, 3);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
gl.detachShader(progGood2, fs2);
gl.attachShader(progGood2, fsBad);
gl.linkProgram(progGood2);
assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
"linking should fail with in-use formerly good program, with new bad shader attached");
// In WebGL, an unsuccessful link immediately invalidates the previous valid program.
gl.drawArrays(gl.TRIANGLES, 0, 3);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawing with a newly-invalidated program should generate INVALID_OPERATION");
gl.useProgram(progGood1);
gl.drawArrays(gl.TRIANGLES, 0, 4);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
var progGood1 = checkLinkAndUse([vs, fs], true, true, false, "delete shaders after attaching them and before linking program should not affect linkProgram");
gl.useProgram(progGood1);
gl.drawArrays(gl.TRIANGLES, 0, 4);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
/////// Check deleteProgram() and deleteShader() /////////////////////////////
gl.useProgram(progGood1);
gl.deleteProgram(progGood1);
gl.drawArrays(gl.TRIANGLES, 0, 4);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
gl.linkProgram(progGood1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
gl.compileShader(fs3);
assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
"good fragment shader should compile");
gl.deleteShader(fs3);
gl.compileShader(fs3);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately");
fs3 = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
gl.compileShader(fs3);
assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
"good fragment shader should compile");
gl.detachShader(progGood1, fs);
gl.attachShader(progGood1, fs3);
gl.deleteShader(fs3);
gl.compileShader(fs3);
assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
"an attached shader shouldn't be deleted");
gl.useProgram(null);
gl.linkProgram(progGood1);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
gl.compileShader(fs3);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
//////// Check linkProgram() with relinked program //////////
var vs = wtu.loadShaderFromScript(gl, "vshader");
var fs = wtu.loadShaderFromScript(gl, "fshader-red");
var prg = wtu.createProgram(gl, vs, fs);
gl.useProgram(prg);
var posLoc = gl.getAttribLocation(prg, "a_position");
wtu.setupUnitQuad(gl, posLoc);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
gl.shaderSource(fs, wtu.getScript("fshader-green"));
gl.compileShader(fs);
gl.linkProgram(prg);
// Program should be new program at this point without calling useProgram
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
var prg = wtu.setupProgram(gl, ["vshader", "fshader-settable"], ["a_position"]);
var colorLoc = gl.getUniformLocation(prg, "u_color");
gl.uniform4f(colorLoc, 1, 0, 0, 1);
wtu.clearAndDrawUnitQuad(gl);
wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
gl.linkProgram(prg);
// Program's uniforms should be cleared at this point without calling useProgram
wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]);
wtu.checkCanvas(gl, [0, 0, 0, 0], "should be tranparent black");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
}
debug("");
go();
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>