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

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