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1 <!-- |
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2 Copyright (c) 2011 Mozilla Foundation. All rights reserved. |
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3 Use of this source code is governed by a BSD-style license that can be |
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4 found in the LICENSE file. |
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5 --> |
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6 <!DOCTYPE html> |
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7 <html> |
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8 <head> |
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9 <meta charset="utf-8"> |
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10 <title>WebGL Program Compiling/Linking Conformance Test</title> |
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11 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
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12 <script src="../../resources/js-test-pre.js" type="text/javascript"></script> |
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13 <script src="../resources/webgl-test.js" type="text/javascript"></script> |
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14 </head> |
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15 <body> |
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16 <div id="description"></div> |
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17 <div id="console"></div> |
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18 <canvas id="canvas" width="2" height="2"> </canvas> |
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19 <script type="text/javascript"> |
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20 function go() { |
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21 description("Tests that program compiling/linking/using works correctly."); |
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22 |
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23 debug(""); |
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24 debug("Canvas.getContext"); |
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25 |
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26 var gl = create3DContext(document.getElementById("canvas")); |
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27 if (!gl) { |
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28 testFailed("context does not exist"); |
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29 return; |
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30 } |
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31 |
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32 testPassed("context exists"); |
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33 |
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34 gl.clearColor(0.0, 0.0, 0.0, 0.0); |
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35 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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36 |
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37 function doArraysHaveSameContents(a, b) { |
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38 var flags = []; |
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39 function hasUnusedValue(a, value) { |
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40 for (var ii = 0; ii < a.length; ++ii) { |
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41 if (a[ii] === value && !flags[ii]) { |
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42 flags[ii] = true; |
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43 return true; |
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44 } |
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45 } |
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46 return false; |
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47 } |
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48 |
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49 try { |
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50 if (a.length !== b.length) { |
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51 return false; |
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52 } |
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53 for (var ii = 0; ii < a.length; ii++) { |
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54 if (!hasUnusedValue(b, a[ii])) { |
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55 return false; |
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56 } |
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57 } |
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58 } catch (ex) { |
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59 return false; |
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60 } |
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61 return true; |
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62 } |
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63 |
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64 /////// Check compileShader() ///////////////////////////// |
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65 |
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66 var vs = gl.createShader(gl.VERTEX_SHADER); |
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67 gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }"); |
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68 gl.compileShader(vs); |
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69 |
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70 assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true, |
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71 "good vertex shader should compile"); |
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72 |
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73 var vs2 = gl.createShader(gl.VERTEX_SHADER); |
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74 gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }"); |
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75 gl.compileShader(vs2); |
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76 |
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77 assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true, |
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78 "good vertex shader #2 should compile"); |
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79 |
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80 var vsBad = gl.createShader(gl.VERTEX_SHADER); |
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81 gl.shaderSource(vsBad, "WILL NOT COMPILE;"); |
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82 gl.compileShader(vsBad); |
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83 |
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84 // GLSL 1.0.17 section 10.27. compile shader does not have to return failure. |
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85 //assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false, |
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86 // "bad vertex shader should fail to compile"); |
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87 |
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88 var fs = gl.createShader(gl.FRAGMENT_SHADER); |
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89 gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
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90 gl.compileShader(fs); |
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91 |
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92 assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true, |
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93 "good fragment shader should compile"); |
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94 |
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95 var fs2 = gl.createShader(gl.FRAGMENT_SHADER); |
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96 gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }"); |
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97 gl.compileShader(fs2); |
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98 |
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99 assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true, |
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100 "good fragment shader #2 should compile"); |
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101 |
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102 var fsBad = gl.createShader(gl.FRAGMENT_SHADER); |
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103 gl.shaderSource(fsBad, "WILL NOT COMPILE;"); |
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104 gl.compileShader(fsBad); |
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105 |
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106 // GLSL 1.0.17 section 10.27. compile shader does not have to return failure. |
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107 //assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false, |
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108 // "bad fragment shader should fail to compile"); |
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109 |
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110 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point"); |
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111 |
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112 /////// Check attachShader() ///////////////////////////// |
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113 |
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114 function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) { |
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115 var prog = gl.createProgram(); |
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116 for (var i = 0; i < already_attached_shaders.length; ++i) |
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117 gl.attachShader(prog, already_attached_shaders[i]); |
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118 if(gl.getError() != gl.NO_ERROR) |
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119 assertMsg(false, "unexpected error in attachShader()"); |
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120 gl.attachShader(prog, shader); |
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121 glErrorShouldBe(gl, expected_error_code, errmsg); |
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122 } |
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123 |
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124 checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed"); |
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125 checkAttachShader([vs], vs, gl.INVALID_OPERATION, |
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126 "attaching an already attached vertex shader should generate INVALID_OPERATION"); |
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127 checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed"); |
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128 checkAttachShader([fs], fs, gl.INVALID_OPERATION, |
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129 "attaching an already attached fragment shader should generate INVALID_OPERATION"); |
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130 checkAttachShader([vs], vs2, gl.INVALID_OPERATION, |
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131 "attaching shaders of the same type to a program should generate INVALID_OPERATION"); |
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132 checkAttachShader([fs], fs2, gl.INVALID_OPERATION, |
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133 "attaching shaders of the same type to a program should generate INVALID_OPERATION"); |
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134 |
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135 /////// Check detachShader() ///////////////////////////// |
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136 |
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137 function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) { |
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138 var prog = gl.createProgram(); |
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139 for (var i = 0; i < already_attached_shaders.length; ++i) |
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140 gl.attachShader(prog, already_attached_shaders[i]); |
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141 if(gl.getError() != gl.NO_ERROR) |
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142 assertMsg(false, "unexpected error in attachShader()"); |
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143 gl.detachShader(prog, shader); |
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144 glErrorShouldBe(gl, expected_error_code, errmsg); |
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145 } |
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146 |
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147 checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed"); |
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148 checkDetachShader([fs], vs, gl.INVALID_OPERATION, |
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149 "detaching a not already attached vertex shader should generate INVALID_OPERATION"); |
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150 checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed"); |
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151 checkDetachShader([vs], fs, gl.INVALID_OPERATION, |
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152 "detaching a not already attached fragment shader should generate INVALID_OPERATION"); |
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153 |
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154 /////// Check getAttachedShaders() ///////////////////////////// |
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155 |
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156 function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) { |
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157 var prog = gl.createProgram(); |
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158 for (var i = 0; i < shaders_to_attach.length; ++i) |
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159 gl.attachShader(prog, shaders_to_attach[i]); |
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160 if(gl.getError() != gl.NO_ERROR) |
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161 assertMsg(false, "unexpected error in attachShader()"); |
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162 for (var i = 0; i < shaders_to_detach.length; ++i) |
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163 gl.detachShader(prog, shaders_to_detach[i]); |
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164 if(gl.getError() != gl.NO_ERROR) |
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165 assertMsg(false, "unexpected error in detachShader()"); |
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166 assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg); |
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167 } |
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168 checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default"); |
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169 checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list"); |
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170 checkGetAttachedShaders([fs, vs], [], [fs, vs], |
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171 "attaching some shaders should give the expected list"); |
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172 checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it shoud leave an empty list"); |
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173 checkGetAttachedShaders([fs, vs], [fs, vs], [], |
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174 "attaching some shaders and detaching them in same order shoud leave an empty list"); |
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175 checkGetAttachedShaders([fs, vs], [vs, fs], [], |
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176 "attaching some shaders and detaching them in random order shoud leave an empty list"); |
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177 checkGetAttachedShaders([fs, vs], [vs], [fs], |
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178 "attaching and detaching some shaders should leave the difference list"); |
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179 checkGetAttachedShaders([fs, vs], [fs], [vs], |
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180 "attaching and detaching some shaders should leave the difference list"); |
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181 checkGetAttachedShaders([fsBad], [], [fsBad], |
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182 "attaching a shader that failed to compile should still show it in the list"); |
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183 checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad], |
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184 "attaching shaders, including one that failed to compile, should still show the it in the list"); |
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185 |
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186 /////// Check linkProgram() and useProgram ///////////////////////////// |
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187 |
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188 function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, errmsg) { |
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189 var prog = gl.createProgram(); |
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190 for (var i = 0; i < shaders.length; ++i) { |
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191 gl.attachShader(prog, shaders[i]); |
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192 if (deleteShaderAfterAttach) |
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193 gl.deleteShader(shaders[i]); |
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194 } |
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195 gl.bindAttribLocation(prog, 0, "aVertex"); |
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196 gl.bindAttribLocation(prog, 1, "aColor"); |
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197 gl.linkProgram(prog); |
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198 if (gl.getError() != gl.NO_ERROR) |
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199 assertMsg(false, "unexpected error in linkProgram()"); |
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200 assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg); |
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201 var infolog = gl.getProgramInfoLog(prog); |
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202 if (gl.getError() != gl.NO_ERROR) |
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203 assertMsg(false, "unexpected error in getProgramInfoLog()"); |
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204 if (typeof(infolog) != "string") |
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205 assertMsg(false, "getProgramInfoLog() did not return a string"); |
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206 if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false) |
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207 debug(infolog); |
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208 if (gl.getError() != gl.NO_ERROR) |
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209 assertMsg(false, "unexpected error in getProgramParameter()"); |
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210 gl.useProgram(prog); |
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211 if (expected_status == true) |
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212 glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed"); |
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213 if (expected_status == false) |
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214 glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION"); |
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215 return prog; |
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216 } |
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217 |
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218 var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link"); |
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219 var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link"); |
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220 var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link"); |
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221 var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link"); |
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222 var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link"); |
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223 var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link"); |
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224 var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link"); |
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225 |
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226 gl.useProgram(progGood1); |
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227 glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error"); |
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228 |
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229 var vbuf = gl.createBuffer(); |
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230 gl.bindBuffer(gl.ARRAY_BUFFER, vbuf); |
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231 gl.bufferData(gl.ARRAY_BUFFER, |
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232 new Float32Array([ |
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233 0.0, 0.0, 0.0, 1.0, |
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234 1.0, 0.0, 0.0, 1.0, |
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235 1.0, 1.0, 0.0, 1.0, |
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236 0.0, 1.0, 0.0, 1.0]), |
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237 gl.STATIC_DRAW); |
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238 gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); |
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239 gl.enableVertexAttribArray(0); |
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240 gl.vertexAttrib3f(1, 1.0, 0.0, 0.0); |
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241 |
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242 glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2"); |
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243 |
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244 gl.useProgram(progGood1); |
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245 gl.drawArrays(gl.TRIANGLES, 0, 3); |
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246 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); |
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247 |
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248 gl.useProgram(progBad1); |
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249 glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION"); |
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250 gl.drawArrays(gl.TRIANGLES, 0, 3); |
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251 glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state"); |
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252 |
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253 gl.useProgram(progGood2); |
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254 gl.drawArrays(gl.TRIANGLES, 0, 3); |
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255 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); |
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256 gl.detachShader(progGood2, fs2); |
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257 gl.attachShader(progGood2, fsBad); |
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258 gl.linkProgram(progGood2); |
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259 assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false, |
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260 "linking should fail with in-use formerly good program, with new bad shader attached"); |
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261 |
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262 // Invalid link leaves previous valid program intact. |
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263 gl.drawArrays(gl.TRIANGLES, 0, 3); |
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264 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); |
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265 |
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266 gl.useProgram(progGood1); |
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267 gl.drawArrays(gl.TRIANGLES, 0, 4); |
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268 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error"); |
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269 |
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270 var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram"); |
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271 gl.useProgram(progGood1); |
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272 gl.drawArrays(gl.TRIANGLES, 0, 4); |
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273 glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error"); |
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274 |
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275 /////// Check deleteProgram() and deleteShader() ///////////////////////////// |
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276 |
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277 gl.useProgram(progGood1); |
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278 gl.deleteProgram(progGood1); |
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279 gl.drawArrays(gl.TRIANGLES, 0, 4); |
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280 glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state"); |
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281 |
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282 gl.linkProgram(progGood1); |
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283 glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted"); |
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284 |
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285 var fs3 = gl.createShader(gl.FRAGMENT_SHADER); |
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286 gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
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287 gl.compileShader(fs3); |
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288 |
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289 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
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290 "good fragment shader should compile"); |
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291 |
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292 gl.deleteShader(fs3); |
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293 gl.compileShader(fs3); |
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294 glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately"); |
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295 |
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296 fs3 = gl.createShader(gl.FRAGMENT_SHADER); |
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297 gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); |
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298 gl.compileShader(fs3); |
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299 |
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300 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
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301 "good fragment shader should compile"); |
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302 |
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303 gl.detachShader(progGood1, fs); |
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304 gl.attachShader(progGood1, fs3); |
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305 |
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306 gl.deleteShader(fs3); |
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307 gl.compileShader(fs3); |
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308 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, |
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309 "an attached shader shouldn't be deleted"); |
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310 |
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311 gl.useProgram(null); |
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312 gl.linkProgram(progGood1); |
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313 glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program"); |
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314 |
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315 gl.compileShader(fs3); |
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316 glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed"); |
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317 } |
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318 |
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319 debug(""); |
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320 go(); |
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321 |
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322 successfullyParsed = true; |
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323 </script> |
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324 <script>finishTest();</script> |
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325 |
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326 </body> |
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327 </html> |