| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script> |
| description("Test of get calls against GL objects like getBufferParameter, etc."); |
| |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| function sizeInBytes(type) { |
| switch (type) { |
| case gl.BYTE: |
| case gl.UNSIGNED_BYTE: |
| return 1; |
| case gl.SHORT: |
| case gl.UNSIGNED_SHORT: |
| return 2; |
| case gl.INT: |
| case gl.UNSIGNED_INT: |
| case gl.FLOAT: |
| return 4; |
| default: |
| throw "unknown type"; |
| } |
| } |
| |
| var gl = create3DContext(); |
| |
| var standardVert = loadStandardVertexShader(gl); |
| var standardFrag = loadStandardFragmentShader(gl); |
| var standardProgram = gl.createProgram(); |
| gl.attachShader(standardProgram, standardVert); |
| gl.attachShader(standardProgram, standardFrag); |
| gl.linkProgram(standardProgram); |
| var shaders = gl.getAttachedShaders(standardProgram); |
| shouldBe('shaders.length', '2'); |
| shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag'); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldThrow('gl.getAttachedShaders(null)'); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldThrow('gl.getAttachedShaders(standardVert)'); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| // Test getBufferParameter |
| var buffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW); |
| shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16'); |
| shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW'); |
| |
| // Test getFramebufferAttachmentParameter |
| var texture = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
| new Uint8Array([ |
| 0, 0, 0, 255, |
| 255, 255, 255, 255, |
| 255, 255, 255, 255, |
| 0, 0, 0, 255])); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| gl.bindTexture(gl.TEXTURE_2D, null); |
| var framebuffer = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); |
| var renderbuffer = gl.createRenderbuffer(); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); |
| // FIXME: on some machines (in particular the WebKit commit bots) the |
| // framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation |
| // is needed why this is the case, because the FBO allocated |
| // internally by the WebKit implementation has almost identical |
| // parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843. |
| shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE'); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture'); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0'); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0'); |
| |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER'); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer'); |
| |
| // Test getProgramParameter |
| shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false'); |
| shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true'); |
| shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"'); |
| shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2'); |
| shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2'); |
| shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1'); |
| |
| // Test getRenderbufferParameter |
| shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2'); |
| shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2'); |
| // Note: we can't test the actual value of the internal format since |
| // the implementation is allowed to change it. |
| shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)'); |
| shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)'); |
| var colorbuffer = gl.createRenderbuffer(); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2); |
| shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)'); |
| shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)'); |
| shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)'); |
| shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)'); |
| |
| // Test getShaderParameter |
| shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER'); |
| shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false'); |
| shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true'); |
| |
| // Test getTexParameter |
| gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
| gl.bindTexture(gl.TEXTURE_2D, texture); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST'); |
| shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST'); |
| shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE'); |
| shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE'); |
| |
| // Test getUniform with all variants of data types |
| // Boolean uniform variables |
| var boolProgram = loadProgram(gl, "resources/boolUniformShader.vert", "resources/noopUniformShader.frag"); |
| shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true'); |
| var bvalLoc = gl.getUniformLocation(boolProgram, "bval"); |
| var bval2Loc = gl.getUniformLocation(boolProgram, "bval2"); |
| var bval3Loc = gl.getUniformLocation(boolProgram, "bval3"); |
| var bval4Loc = gl.getUniformLocation(boolProgram, "bval4"); |
| gl.useProgram(boolProgram); |
| gl.uniform1i(bvalLoc, 1); |
| gl.uniform2i(bval2Loc, 1, 0); |
| gl.uniform3i(bval3Loc, 1, 0, 1); |
| gl.uniform4i(bval4Loc, 1, 0, 1, 0); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true'); |
| shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]'); |
| shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]'); |
| shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]'); |
| // Integer uniform variables |
| var intProgram = loadProgram(gl, "resources/intUniformShader.vert", "resources/noopUniformShader.frag"); |
| shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true'); |
| var ivalLoc = gl.getUniformLocation(intProgram, "ival"); |
| var ival2Loc = gl.getUniformLocation(intProgram, "ival2"); |
| var ival3Loc = gl.getUniformLocation(intProgram, "ival3"); |
| var ival4Loc = gl.getUniformLocation(intProgram, "ival4"); |
| gl.useProgram(intProgram); |
| gl.uniform1i(ivalLoc, 1); |
| gl.uniform2i(ival2Loc, 2, 3); |
| gl.uniform3i(ival3Loc, 4, 5, 6); |
| gl.uniform4i(ival4Loc, 7, 8, 9, 10); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldBe('gl.getUniform(intProgram, ivalLoc)', '1'); |
| shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]'); |
| shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]'); |
| shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]'); |
| // Float uniform variables |
| var floatProgram = loadProgram(gl, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag"); |
| shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true'); |
| var fvalLoc = gl.getUniformLocation(floatProgram, "fval"); |
| var fval2Loc = gl.getUniformLocation(floatProgram, "fval2"); |
| var fval3Loc = gl.getUniformLocation(floatProgram, "fval3"); |
| var fval4Loc = gl.getUniformLocation(floatProgram, "fval4"); |
| gl.useProgram(floatProgram); |
| gl.uniform1f(fvalLoc, 11); |
| gl.uniform2f(fval2Loc, 12, 13); |
| gl.uniform3f(fval3Loc, 14, 15, 16); |
| gl.uniform4f(fval4Loc, 17, 18, 19, 20); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11'); |
| shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]'); |
| shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]'); |
| shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]'); |
| // Sampler uniform variables |
| var samplerProgram = loadProgram(gl, "resources/noopUniformShader.vert", "resources/samplerUniformShader.frag"); |
| shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true'); |
| var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D"); |
| var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube"); |
| gl.useProgram(samplerProgram); |
| gl.uniform1i(s2DValLoc, 0); |
| gl.uniform1i(sCubeValLoc, 1); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0'); |
| shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1'); |
| // Matrix uniform variables |
| var matProgram = loadProgram(gl, "resources/matUniformShader.vert", "resources/noopUniformShader.frag"); |
| shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true'); |
| var mval2Loc = gl.getUniformLocation(matProgram, "mval2"); |
| var mval3Loc = gl.getUniformLocation(matProgram, "mval3"); |
| var mval4Loc = gl.getUniformLocation(matProgram, "mval4"); |
| gl.useProgram(matProgram); |
| gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]); |
| gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]); |
| gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]'); |
| shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]'); |
| shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]'); |
| |
| // Test getVertexAttrib |
| var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]); |
| gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW); |
| // Vertex attribute 0 is special in that it has no current state, so |
| // fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute |
| // 1 for these tests instead. |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer'); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true'); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4'); |
| // Stride MUST be the value the user put in. |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0'); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT'); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false'); |
| gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36'); |
| shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12'); |
| gl.disableVertexAttribArray(1); |
| shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false'); |
| gl.vertexAttrib4f(1, 5, 6, 7, 8); |
| shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]'); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| // Test cases where name == 0 |
| gl.deleteTexture(texture); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); |
| gl.deleteRenderbuffer(renderbuffer); |
| shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); |
| gl.deleteBuffer(buffer); |
| shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)'); |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| </script> |
| </body> |
| </html> |