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| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../js/js-test-pre.js"></script> |
| <script src="../../js/webgl-test-utils.js"></script> |
| <title>bindAttribLocation with nonexistent attribute name</title> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <canvas id="canvas" width="8" height="8"></canvas> |
| <script id="vertexShader" type="text/something-not-javascript"> |
| precision highp float; |
| attribute vec4 attr; |
| void main() { |
| gl_Position = vec4(attr); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("This test verifies that calling bindAttribLocation with a non-existent attribute location is fine."); |
| |
| // OpenGL ES 2.0.25 section 2.10 page 34. |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas); |
| var fragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER); |
| var vertexShader = wtu.loadShaderFromScript(gl, 'vertexShader', gl.VERTEX_SHADER); |
| assertMsg(vertexShader != null, "Vertex shader compiled successfully."); |
| |
| var checkAttribLocation = function(program, expectedLocation) { |
| var location = gl.getAttribLocation(program, 'attr'); |
| if (location != expectedLocation) { |
| testFailed('Unexpected location for attr: ' + location); |
| } else { |
| testPassed('Location of attr is: ' + location); |
| } |
| } |
| |
| var testProgramNonExistentAttributeBound = function() { |
| var program = gl.createProgram(); |
| gl.bindAttribLocation(program, 0, 'attr'); |
| gl.bindAttribLocation(program, 1, 'bogus_attr'); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| gl.linkProgram(program); |
| var linkStatus = gl.getProgramParameter(program, gl.LINK_STATUS); |
| expectTrue(linkStatus, "Link should succeed even if a non-existent attribute is bound."); |
| if (linkStatus) { |
| checkAttribLocation(program, 0); |
| } |
| }; |
| var testProgramNonExistentAttributeOverlap = function() { |
| var program = gl.createProgram(); |
| gl.bindAttribLocation(program, 1, 'attr'); |
| gl.bindAttribLocation(program, 1, 'bogus_attr'); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| gl.linkProgram(program); |
| var linkStatus = gl.getProgramParameter(program, gl.LINK_STATUS); |
| expectTrue(linkStatus, "Link should succeed even if a non-existent attribute is bound to the same location as an attribute that's present in the shader text."); |
| if (linkStatus) { |
| checkAttribLocation(program, 1); |
| } |
| }; |
| |
| testProgramNonExistentAttributeBound(); |
| testProgramNonExistentAttributeOverlap(); |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| </body> |
| </html> |