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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL BindAttribLocation Conformance Tests</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></canvas> |
| <script id="vshader" type="text/something-not-javascript"> |
| attribute vec4 vPosition; |
| attribute vec4 vColor; |
| varying vec4 color; |
| void main() |
| { |
| gl_Position = vPosition; |
| color = vColor; |
| } |
| </script> |
| <script id="fshader" type="text/something-not-javascript"> |
| precision mediump float; |
| |
| varying vec4 color; |
| void main() |
| { |
| gl_FragColor = color; |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("This test ensures WebGL implementations don't allow names that start with 'gl_' when calling bindAttribLocation."); |
| |
| debug(""); |
| debug("Canvas.getContext"); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("canvas"); |
| shouldBeNonNull("gl"); |
| |
| debug(""); |
| debug("Checking gl.bindAttribLocation."); |
| |
| var program = gl.createProgram(); |
| gl.bindAttribLocation(program, 0, "gl_foo"); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'"); |
| gl.bindAttribLocation(program, 0, "gl_TexCoord0"); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, |
| "bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'"); |
| |
| var vs = wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER); |
| var fs = wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER); |
| gl.attachShader(program, vs); |
| gl.attachShader(program, fs); |
| |
| var positions = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, positions); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW); |
| |
| var colors = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, colors); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 0,1,0,1, |
| 0,1,0,1, |
| 0,1,0,1]), gl.STATIC_DRAW); |
| |
| function setBindLocations(colorLocation, positionLocation) { |
| gl.bindAttribLocation(program, positionLocation, "vPosition"); |
| gl.bindAttribLocation(program, colorLocation, "vColor"); |
| gl.linkProgram(program); |
| gl.useProgram(program); |
| var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0); |
| assertMsg(linked, "program linked successfully"); |
| |
| debug("vPosition:" + gl.getAttribLocation(program, "vPosition")) |
| debug("vColor :" + gl.getAttribLocation(program, "vColor")) |
| assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation, |
| "location of vPosition should be " + positionLocation); |
| assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation, |
| "location of vColor should be " + colorLocation); |
| |
| var ploc = gl.getAttribLocation(program, "vPosition"); |
| var cloc = gl.getAttribLocation(program, "vColor"); |
| gl.bindBuffer(gl.ARRAY_BUFFER, positions); |
| gl.enableVertexAttribArray(positionLocation); |
| gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0); |
| gl.bindBuffer(gl.ARRAY_BUFFER, colors); |
| gl.enableVertexAttribArray(colorLocation); |
| gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0); |
| } |
| |
| function checkDraw(colorLocation, positionLocation, r, g, b, a) { |
| gl.clearColor(0, 0, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 3); |
| |
| var width = 50; |
| var height = 50; |
| |
| // Test several locations |
| wtu.checkCanvasRect(gl, 0, 0, width, 1, [0, 0, 0, 255], |
| "First line should be all black"); |
| wtu.checkCanvasRect(gl, 20, 15, 10, 1, [r, g, b, a], |
| "Line 15 should be red for at least 10 rgba pixels starting 20 pixels in"); |
| wtu.checkCanvasRect(gl, 0, height - 1, width, 0, [0, 0, 0, 255], |
| "Last line should be all black"); |
| |
| gl.disableVertexAttribArray(positionLocation); |
| gl.disableVertexAttribArray(colorLocation); |
| } |
| |
| setBindLocations(2, 3); |
| checkDraw(2, 3, 0, 255, 0, 255); |
| |
| setBindLocations(0, 3); |
| gl.disableVertexAttribArray(0); |
| gl.vertexAttrib4f(0, 1, 0, 0, 1); |
| checkDraw(0, 3, 255, 0, 0, 255); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| debug(""); |
| var successfullyParsed = true; |
| |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |