blob: 08f57e6a54af107a7bfc5b3f1eac7064db234acf [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<script>
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
var wtu;
var canvas;
var gl;
var shouldGenerateGLError;
var extensionName;
var extension;
var buffer;
var framebuffer;
var program;
var renderbuffer;
var shader;
var texture;
var uniformLocation;
var arrayBuffer;
var arrayBufferView
var image;
var video;
var canvas2d;
var ctx2d;
var imageData;
var float32array;
var int32array;
function init()
{
wtu = WebGLTestUtils;
canvas = document.getElementById("canvas");
gl = wtu.create3DContext(canvas);
shouldGenerateGLError = wtu.shouldGenerateGLError;
description("Tests behavior under a lost context");
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(true);
}
// call testValidContext() before checking for the extension, because this is where we check
// for the isContextLost() method, which we want to do regardless of the extension's presence.
testValidContext();
extension = gl.getExtension("WEBGL_lose_context");
if (!extension) {
debug("Could not find lose_context extension under the following names: WEBGL_lose_context");
finishTest();
return false;
}
canvas.addEventListener("webglcontextlost", testLostContext, false);
loseContext();
}
function loseContext()
{
debug("");
debug("Lose context");
// Note: this will cause the context to be lost, but the
// webglcontextlost event listener to be queued.
extension.loseContext();
debug("");
}
function testValidContext()
{
debug("Test valid context");
shouldBeFalse("gl.isContextLost()");
arrayBuffer = new ArrayBuffer(4);
arrayBufferView = new Int8Array(arrayBuffer);
// Generate resources for testing.
buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
program = wtu.setupSimpleTextureProgram(gl);
renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
shader = gl.createShader(gl.VERTEX_SHADER);
texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
shouldBe("gl.getError()", "gl.NO_ERROR");
// Test is queries that will later be false
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enable(gl.BLEND)");
shouldBeTrue("gl.isBuffer(buffer)");
shouldBeTrue("gl.isEnabled(gl.BLEND)");
shouldBeTrue("gl.isFramebuffer(framebuffer)");
shouldBeTrue("gl.isProgram(program)");
shouldBeTrue("gl.isRenderbuffer(renderbuffer)");
shouldBeTrue("gl.isShader(shader)");
shouldBeTrue("gl.isTexture(texture)");
}
function testLostContext()
{
debug("Test lost context");
// Functions with special return values.
shouldBeTrue("gl.isContextLost()");
shouldBe("gl.getError()", "gl.CONTEXT_LOST_WEBGL");
shouldBe("gl.getError()", "gl.NO_ERROR");
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_UNSUPPORTED");
shouldBe("gl.getAttribLocation(program, 'u_modelViewProjMatrix')", "-1");
shouldBe("gl.getVertexAttribOffset(0, gl.VERTEX_ATTRIB_ARRAY_POINTER)", "0");
// Test the extension itself.
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "extension.loseContext()");
image = document.createElement("img");
video = document.createElement("video");
canvas2d = document.createElement("canvas");
ctx2d = canvas2d.getContext("2d");
imageData = ctx2d.createImageData(1, 1);
float32array = new Float32Array(1);
int32array = new Int32Array(1);
// Functions returning void should return immediately.
// This is untestable, but we can at least be sure they cause no errors
// and the codepaths are exercised.
var voidTests = [
"gl.activeTexture(gl.TEXTURE0)",
"gl.attachShader(program, shader)",
"gl.bindBuffer(gl.ARRAY_BUFFER, buffer)",
"gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)",
"gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer)",
"gl.bindTexture(gl.TEXTURE_2D, texture)",
"gl.blendColor(1.0, 1.0, 1.0, 1.0)",
"gl.blendEquation(gl.FUNC_ADD)",
"gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD)",
"gl.blendFunc(gl.ONE, gl.ONE)",
"gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE)",
"gl.bufferData(gl.ARRAY_BUFFER, 0, gl.STATIC_DRAW)",
"gl.bufferData(gl.ARRAY_BUFFER, arrayBufferView, gl.STATIC_DRAW)",
"gl.bufferData(gl.ARRAY_BUFFER, arrayBuffer, gl.STATIC_DRAW)",
"gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBufferView)",
"gl.bufferSubData(gl.ARRAY_BUFFRE, 0, arrayBuffer)",
"gl.clear(gl.COLOR_BUFFER_BIT)",
"gl.clearColor(1, 1, 1, 1)",
"gl.clearDepth(1)",
"gl.clearStencil(0)",
"gl.colorMask(1, 1, 1, 1)",
"gl.compileShader(shader)",
"gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, 0, 0)",
"gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 0, 0)",
"gl.cullFace(gl.FRONT)",
"gl.deleteBuffer(buffer)",
"gl.deleteFramebuffer(framebuffer)",
"gl.deleteProgram(program)",
"gl.deleteRenderbuffer(renderbuffer)",
"gl.deleteShader(shader)",
"gl.deleteTexture(texture)",
"gl.depthFunc(gl.NEVER)",
"gl.depthMask(0)",
"gl.depthRange(0, 1)",
"gl.detachShader(program, shader)",
"gl.disable(gl.BLEND)",
"gl.disableVertexAttribArray(0)",
"gl.drawArrays(gl.POINTS, 0, 0)",
"gl.drawElements(gl.POINTS, 0, gl.UNSIGNED_SHORT, 0)",
"gl.enable(gl.BLEND)",
"gl.enableVertexAttribArray(0)",
"gl.finish()",
"gl.flush()",
"gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, renderbuffer)",
"gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)",
"gl.frontFace(gl.CW)",
"gl.generateMipmap(gl.TEXTURE_2D)",
"gl.hint(gl.GENERATE_MIPMAP_HINT, gl.FASTEST)",
"gl.lineWidth(0)",
"gl.linkProgram(program)",
"gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0)",
"gl.polygonOffset(0, 0)",
"gl.readPixels(0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)",
"gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0)",
"gl.sampleCoverage(0, 0)",
"gl.scissor(0, 0, 0, 0)",
"gl.shaderSource(shader, '')",
"gl.stencilFunc(gl.NEVER, 0, 0)",
"gl.stencilFuncSeparate(gl.FRONT, gl.NEVER, 0, 0)",
"gl.stencilMask(0)",
"gl.stencilMaskSeparate(gl.FRONT, 0)",
"gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP)",
"gl.stencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.KEEP)",
"gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)",
"gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, imageData)",
"gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image)",
"gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas)",
"gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video)",
"gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)",
"gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)",
"gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, arrayBufferView)",
"gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData)",
"gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image)",
"gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, canvas)",
"gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, video)",
"gl.uniform1f(uniformLocation, 0)",
"gl.uniform1fv(uniformLocation, float32array)",
"gl.uniform1fv(uniformLocation, [0])",
"gl.uniform1i(uniformLocation, 0)",
"gl.uniform1iv(uniformLocation, int32array)",
"gl.uniform1iv(uniformLocation, [0])",
"gl.uniform2f(uniformLocation, 0, 0)",
"gl.uniform2fv(uniformLocation, float32array)",
"gl.uniform2fv(uniformLocation, [0, 0])",
"gl.uniform2i(uniformLocation, 0, 0)",
"gl.uniform2iv(uniformLocation, int32array)",
"gl.uniform2iv(uniformLocation, [0, 0])",
"gl.uniform3f(uniformLocation, 0, 0, 0)",
"gl.uniform3fv(uniformLocation, float32array)",
"gl.uniform3fv(uniformLocation, [0, 0, 0])",
"gl.uniform3i(uniformLocation, 0, 0, 0)",
"gl.uniform3iv(uniformLocation, int32array)",
"gl.uniform3iv(uniformLocation, [0, 0, 0])",
"gl.uniform4f(uniformLocation, 0, 0, 0, 0)",
"gl.uniform4fv(uniformLocation, float32array)",
"gl.uniform4fv(uniformLocation, [0, 0, 0, 0])",
"gl.uniform4i(uniformLocation, 0, 0, 0, 0)",
"gl.uniform4iv(uniformLocation, int32array)",
"gl.uniform4iv(uniformLocation, [0, 0, 0, 0])",
"gl.uniformMatrix2fv(uniformLocation, false, float32array)",
"gl.uniformMatrix2fv(uniformLocation, false, [0, 0, 0, 0])",
"gl.uniformMatrix3fv(uniformLocation, false, float32array)",
"gl.uniformMatrix3fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0])",
"gl.uniformMatrix4fv(uniformLocation, false, float32array)",
"gl.uniformMatrix4fv(uniformLocation, false, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])",
"gl.useProgram(program)",
"gl.validateProgram(program)",
"gl.vertexAttrib1f(0, 0)",
"gl.vertexAttrib1fv(0, float32array)",
"gl.vertexAttrib1fv(0, [0])",
"gl.vertexAttrib2f(0, 0, 0)",
"gl.vertexAttrib2fv(0, float32array)",
"gl.vertexAttrib2fv(0, [0, 0])",
"gl.vertexAttrib3f(0, 0, 0, 0)",
"gl.vertexAttrib3fv(0, float32array)",
"gl.vertexAttrib3fv(0, [0, 0, 0])",
"gl.vertexAttrib4f(0, 0, 0, 0, 0)",
"gl.vertexAttrib4fv(0, float32array)",
"gl.vertexAttrib4fv(0, [0, 0, 0, 0])",
"gl.vertexAttribPointer(0, 0, gl.FLOAT, false, 0, 0)",
"gl.viewport(0, 0, 0, 0)",
];
for (var i = 0; i < voidTests.length; ++i) {
shouldGenerateGLError(gl, gl.NO_ERROR, voidTests[i]);
}
// Functions return nullable values should all return null.
var nullTests = [
"gl.createBuffer()",
"gl.createFramebuffer()",
"gl.createProgram()",
"gl.createRenderbuffer()",
"gl.createShader(gl.GL_VERTEX_SHADER)",
"gl.createTexture()",
"gl.getActiveAttrib(program, 0)",
"gl.getActiveUniform(program, 0)",
"gl.getAttachedShaders(program)",
"gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)",
"gl.getContextAttributes()",
"gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)",
"gl.getParameter(gl.CURRENT_PROGRAM)",
"gl.getProgramInfoLog(program)",
"gl.getProgramParameter(program, gl.LINK_STATUS)",
"gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)",
"gl.getShaderInfoLog(shader)",
"gl.getShaderParameter(shader, gl.SHADER_TYPE)",
"gl.getShaderSource(shader)",
"gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)",
"gl.getUniform(program, uniformLocation)",
"gl.getUniformLocation(program, 'vPosition')",
"gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)",
"gl.getSupportedExtensions()",
"gl.getExtension('WEBGL_lose_context')",
];
for (var i = 0; i < nullTests.length; ++i) {
shouldBeNull(nullTests[i]);
}
// "Is" queries should all return false.
shouldBeFalse("gl.isBuffer(buffer)");
shouldBeFalse("gl.isEnabled(gl.BLEND)");
shouldBeFalse("gl.isFramebuffer(framebuffer)");
shouldBeFalse("gl.isProgram(program)");
shouldBeFalse("gl.isRenderbuffer(renderbuffer)");
shouldBeFalse("gl.isShader(shader)");
shouldBeFalse("gl.isTexture(texture)");
shouldBe("gl.getError()", "gl.NO_ERROR");
debug("");
finishTest();
}
</script>
</head>
<body onload="init()">
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas">
</body>
</html>