Thu, 15 Jan 2015 21:03:48 +0100
Integrate friendly tips from Tor colleagues to make (or not) 4.5 alpha 3;
This includes removal of overloaded (but unused) methods, and addition of
a overlooked call to DataStruct::SetData(nsISupports, uint32_t, bool.)
1 <!--
2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <title>WebGL getActiveAttrib conformance test.</title>
11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
12 <script src="../../resources/js-test-pre.js"></script>
13 <script src="../resources/webgl-test.js"> </script>
14 <script src="../resources/webgl-test-utils.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="16" height="16"></canvas>
18 <div id="description"></div>
19 <div id="console"></div>
20 <script id="vshader" type="x-shader/x-vertex">
21 attribute $type attr0;
22 void main()
23 {
24 gl_Position = vec4(0, 0, 0, attr0$access);
25 }
26 </script>
27 <script id="fshader" type="x-shader/x-fragment">
28 void main()
29 {
30 gl_FragColor = vec4(0,1,0,1);
31 }
32 </script>
33 <script>
34 description("Tests getActiveAttrib for various types");
36 var wtu = WebGLTestUtils;
37 var gl = wtu.create3DContext("example");
39 var tests = [
40 { glType: gl.FLOAT, size: 1, type: 'float', access: ''},
41 { glType: gl.FLOAT_VEC2, size: 1, type: 'vec2', access: '[1]'},
42 { glType: gl.FLOAT_VEC3, size: 1, type: 'vec3', access: '[2]'},
43 { glType: gl.FLOAT_VEC4, size: 1, type: 'vec4', access: '[3]'},
44 { glType: gl.FLOAT_MAT2, size: 1, type: 'mat2', access: '[1][1]'},
45 { glType: gl.FLOAT_MAT3, size: 1, type: 'mat3', access: '[2][2]'},
46 { glType: gl.FLOAT_MAT4, size: 1, type: 'mat4', access: '[3][3]'},
47 ];
49 var source = document.getElementById('vshader').text;
50 var fs = wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER);
51 for (var tt = 0; tt < tests.length; ++tt) {
52 var t = tests[tt];
53 var vs = wtu.loadShader(
54 gl,
55 source.replace('$type', t.type).replace('$access', t.access),
56 gl.VERTEX_SHADER);
57 var program = wtu.setupProgram(gl, [vs, fs]);
58 glErrorShouldBe(gl, gl.NO_ERROR, "no errors from setup");
59 var numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
60 var found = false;
61 for (var ii = 0; ii < numAttribs; ++ii) {
62 var info = gl.getActiveAttrib(program, ii);
63 if (info.name == 'attr0') {
64 found = true;
65 assertMsg(info.type == t.glType,
66 "type must be " + wtu.glEnumToString(gl, t.glType) + " was " +
67 wtu.glEnumToString(gl, info.type));
68 assertMsg(info.size == t.size,
69 "size must be " + t.size + ' was ' + info.size);
70 }
71 }
72 if (!found) {
73 testFailed("attrib 'attr0' not found");
74 }
75 }
77 successfullyParsed = true;
78 </script>
79 <script>finishTest();</script>
81 </body>
82 </html>