content/canvas/test/webgl-conformance/conformance/programs/gl-get-active-attribute.html

Thu, 15 Jan 2015 21:03:48 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 15 Jan 2015 21:03:48 +0100
branch
TOR_BUG_9701
changeset 11
deefc01c0e14
permissions
-rw-r--r--

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>

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