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2 Copyright (C) 2011 Apple Computer, Inc. All rights reserved. |
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4 Redistribution and use in source and binary forms, with or without |
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9 2. Redistributions in binary form must reproduce the above copyright |
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11 documentation and/or other materials provided with the distribution. |
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13 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. AS IS AND ANY |
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14 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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24 --> |
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25 <!DOCTYPE html> |
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26 <html> |
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27 <head> |
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28 <meta charset="utf-8"> |
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29 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
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30 <script src="../../resources/js-test-pre.js"></script> |
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31 <script src="../resources/webgl-test.js"></script> |
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32 </head> |
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33 <body> |
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34 <div id="description"></div> |
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35 <div id="console"></div> |
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36 |
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37 <script> |
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38 description("Test of get calls against GL objects like getBufferParameter, etc."); |
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39 |
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40 function sizeInBytes(type) { |
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41 switch (type) { |
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42 case gl.BYTE: |
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43 case gl.UNSIGNED_BYTE: |
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44 return 1; |
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45 case gl.SHORT: |
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46 case gl.UNSIGNED_SHORT: |
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47 return 2; |
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48 case gl.INT: |
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49 case gl.UNSIGNED_INT: |
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50 case gl.FLOAT: |
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51 return 4; |
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52 default: |
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53 throw "unknown type"; |
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54 } |
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55 } |
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56 |
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57 var gl = create3DContext(); |
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58 |
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59 var standardVert = loadStandardVertexShader(gl); |
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60 var standardFrag = loadStandardFragmentShader(gl); |
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61 var standardProgram = gl.createProgram(); |
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62 gl.attachShader(standardProgram, standardVert); |
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63 gl.attachShader(standardProgram, standardFrag); |
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64 gl.linkProgram(standardProgram); |
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65 var shaders = gl.getAttachedShaders(standardProgram); |
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66 shouldBe('shaders.length', '2'); |
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67 shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag'); |
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68 glErrorShouldBe(gl, gl.NO_ERROR); |
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69 shouldBeNull('gl.getAttachedShaders(null)'); |
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70 glErrorShouldBe(gl, gl.INVALID_VALUE); |
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71 shouldThrow('gl.getAttachedShaders(standardVert)'); |
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72 glErrorShouldBe(gl, gl.NO_ERROR); |
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73 |
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74 // Test getBufferParameter |
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75 var buffer = gl.createBuffer(); |
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76 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
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77 gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW); |
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78 shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16'); |
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79 shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW'); |
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80 |
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81 // Test getFramebufferAttachmentParameter |
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82 var texture = gl.createTexture(); |
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83 gl.bindTexture(gl.TEXTURE_2D, texture); |
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84 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, |
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85 new Uint8Array([ |
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86 0, 0, 0, 255, |
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87 255, 255, 255, 255, |
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88 255, 255, 255, 255, |
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89 0, 0, 0, 255])); |
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90 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
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91 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
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92 gl.bindTexture(gl.TEXTURE_2D, null); |
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93 var framebuffer = gl.createFramebuffer(); |
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94 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
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95 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); |
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96 var renderbuffer = gl.createRenderbuffer(); |
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97 glErrorShouldBe(gl, gl.NO_ERROR); |
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98 gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
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99 glErrorShouldBe(gl, gl.NO_ERROR); |
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100 gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2); |
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101 glErrorShouldBe(gl, gl.NO_ERROR); |
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102 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); |
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103 // FIXME: on some machines (in particular the WebKit commit bots) the |
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104 // framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation |
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105 // is needed why this is the case, because the FBO allocated |
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106 // internally by the WebKit implementation has almost identical |
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107 // parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843. |
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108 shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); |
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109 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE'); |
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110 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture'); |
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111 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0'); |
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112 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0'); |
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113 |
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114 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER'); |
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115 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer'); |
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116 |
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117 // Test getProgramParameter |
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118 shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false'); |
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119 shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true'); |
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120 shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"'); |
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121 shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2'); |
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122 shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2'); |
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123 shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1'); |
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124 |
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125 // Test getRenderbufferParameter |
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126 shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2'); |
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127 shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2'); |
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128 // Note: we can't test the actual value of the internal format since |
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129 // the implementation is allowed to change it. |
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130 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)'); |
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131 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)'); |
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132 var colorbuffer = gl.createRenderbuffer(); |
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133 glErrorShouldBe(gl, gl.NO_ERROR); |
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134 gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); |
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135 glErrorShouldBe(gl, gl.NO_ERROR); |
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136 gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2); |
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137 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)'); |
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138 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)'); |
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139 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)'); |
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140 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)'); |
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141 |
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142 // Test getShaderParameter |
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143 shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER'); |
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144 shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false'); |
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145 shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true'); |
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146 |
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147 // Test getTexParameter |
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148 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); |
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149 gl.bindTexture(gl.TEXTURE_2D, texture); |
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150 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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151 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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152 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
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153 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
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154 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST'); |
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155 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST'); |
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156 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE'); |
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157 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE'); |
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158 |
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159 // Test getUniform with all variants of data types |
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160 // Boolean uniform variables |
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161 var boolProgram = loadProgram(gl, "../resources/boolUniformShader.vert", "../resources/noopUniformShader.frag"); |
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162 shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true'); |
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163 var bvalLoc = gl.getUniformLocation(boolProgram, "bval"); |
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164 var bval2Loc = gl.getUniformLocation(boolProgram, "bval2"); |
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165 var bval3Loc = gl.getUniformLocation(boolProgram, "bval3"); |
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166 var bval4Loc = gl.getUniformLocation(boolProgram, "bval4"); |
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167 gl.useProgram(boolProgram); |
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168 gl.uniform1i(bvalLoc, 1); |
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169 gl.uniform2i(bval2Loc, 1, 0); |
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170 gl.uniform3i(bval3Loc, 1, 0, 1); |
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171 gl.uniform4i(bval4Loc, 1, 0, 1, 0); |
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172 glErrorShouldBe(gl, gl.NO_ERROR); |
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173 shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true'); |
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174 shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]'); |
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175 shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]'); |
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176 shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]'); |
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177 // Integer uniform variables |
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178 var intProgram = loadProgram(gl, "../resources/intUniformShader.vert", "../resources/noopUniformShader.frag"); |
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179 shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true'); |
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180 var ivalLoc = gl.getUniformLocation(intProgram, "ival"); |
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181 var ival2Loc = gl.getUniformLocation(intProgram, "ival2"); |
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182 var ival3Loc = gl.getUniformLocation(intProgram, "ival3"); |
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183 var ival4Loc = gl.getUniformLocation(intProgram, "ival4"); |
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184 gl.useProgram(intProgram); |
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185 gl.uniform1i(ivalLoc, 1); |
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186 gl.uniform2i(ival2Loc, 2, 3); |
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187 gl.uniform3i(ival3Loc, 4, 5, 6); |
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188 gl.uniform4i(ival4Loc, 7, 8, 9, 10); |
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189 glErrorShouldBe(gl, gl.NO_ERROR); |
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190 shouldBe('gl.getUniform(intProgram, ivalLoc)', '1'); |
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191 shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]'); |
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192 shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]'); |
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193 shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]'); |
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194 // Float uniform variables |
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195 var floatProgram = loadProgram(gl, "../resources/floatUniformShader.vert", "../resources/noopUniformShader.frag"); |
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196 shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true'); |
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197 var fvalLoc = gl.getUniformLocation(floatProgram, "fval"); |
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198 var fval2Loc = gl.getUniformLocation(floatProgram, "fval2"); |
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199 var fval3Loc = gl.getUniformLocation(floatProgram, "fval3"); |
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200 var fval4Loc = gl.getUniformLocation(floatProgram, "fval4"); |
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201 gl.useProgram(floatProgram); |
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202 gl.uniform1f(fvalLoc, 11); |
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203 gl.uniform2f(fval2Loc, 12, 13); |
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204 gl.uniform3f(fval3Loc, 14, 15, 16); |
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205 gl.uniform4f(fval4Loc, 17, 18, 19, 20); |
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206 glErrorShouldBe(gl, gl.NO_ERROR); |
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207 shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11'); |
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208 shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]'); |
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209 shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]'); |
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210 shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]'); |
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211 // Sampler uniform variables |
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212 var samplerProgram = loadProgram(gl, "../resources/noopUniformShader.vert", "../resources/samplerUniformShader.frag"); |
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213 shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true'); |
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214 var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D"); |
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215 var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube"); |
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216 gl.useProgram(samplerProgram); |
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217 gl.uniform1i(s2DValLoc, 0); |
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218 gl.uniform1i(sCubeValLoc, 1); |
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219 glErrorShouldBe(gl, gl.NO_ERROR); |
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220 shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0'); |
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221 shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1'); |
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222 // Matrix uniform variables |
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223 var matProgram = loadProgram(gl, "../resources/matUniformShader.vert", "../resources/noopUniformShader.frag"); |
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224 shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true'); |
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225 var mval2Loc = gl.getUniformLocation(matProgram, "mval2"); |
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226 var mval3Loc = gl.getUniformLocation(matProgram, "mval3"); |
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227 var mval4Loc = gl.getUniformLocation(matProgram, "mval4"); |
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228 gl.useProgram(matProgram); |
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229 gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]); |
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230 gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]); |
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231 gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]); |
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232 glErrorShouldBe(gl, gl.NO_ERROR); |
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233 shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]'); |
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234 shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]'); |
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235 shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]'); |
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236 |
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237 // Test getVertexAttrib |
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238 var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]); |
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239 gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
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240 gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW); |
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241 // Vertex attribute 0 is special in that it has no current state, so |
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242 // fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute |
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243 // 1 for these tests instead. |
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244 gl.enableVertexAttribArray(1); |
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245 gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); |
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246 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer'); |
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247 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true'); |
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248 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4'); |
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249 // Stride MUST be the value the user put in. |
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250 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0'); |
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251 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT'); |
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252 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false'); |
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253 gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12); |
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254 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36'); |
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255 shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12'); |
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256 gl.disableVertexAttribArray(1); |
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257 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false'); |
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258 gl.vertexAttrib4f(1, 5, 6, 7, 8); |
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259 shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]'); |
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260 glErrorShouldBe(gl, gl.NO_ERROR); |
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261 |
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262 // Test cases where name == 0 |
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263 gl.deleteTexture(texture); |
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264 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); |
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265 gl.deleteRenderbuffer(renderbuffer); |
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266 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); |
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267 gl.deleteBuffer(buffer); |
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268 shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)'); |
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269 glErrorShouldBe(gl, gl.NO_ERROR); |
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270 |
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271 successfullyParsed = true; |
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272 </script> |
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273 |
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274 <script>finishTest();</script> |
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275 </body> |
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276 </html> |