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+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<title>WebGL bindAttribLocation with Matrix Attributes Conformance Test</title>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
+<script>
+"use strict";
+description("This test verifies that vectors placed via bindAttribLocation right after matricies will fail if there is insufficient room for the matrix.");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, {antialias: false});
+
+// Make sure we have room for at least a mat4.
+var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+debug('MAX_VERTEX_ATTRIBUTES is ' + maxAttributes);
+shouldBeGreaterThanOrEqual('maxAttributes', '4');
+
+var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
+
+// Given a matrix dimension, load a vertex shader with a matrix of that dimension
+// and a vector. Ensure that both the vector and matrix are active attributes.
+// Return the compiled vertex shader.
+function loadVertexShader(numMatrixDimensions) {
+ var strVertexShader =
+ 'attribute mat' + numMatrixDimensions + ' matrix;\n' +
+ 'attribute vec' + numMatrixDimensions + ' vector;\n' +
+ 'void main(void) { gl_Position = vec4(vector*matrix';
+ // Ensure the vec4 has the correct number of dimensions in order to be assignable
+ // to gl_Position.
+ for (var ii = numMatrixDimensions; ii < 4; ++ii) {
+ strVertexShader += ",0.0";
+ }
+ strVertexShader += ");}\n";
+ return wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
+}
+
+// Given a vertex shader, matrix location and vector location, create and link
+// a program with glFragmentShader and a vertex shader returned by loadVertexShader
+// attached. Bind the matrix to matrixLocation and the vector to vectorLocation.
+// Return whether the link was successful.
+function createAndLinkProgram(glVertexShader, matrixLocation, vectorLocation) {
+ var glProgram = gl.createProgram();
+ gl.bindAttribLocation(glProgram, matrixLocation, 'matrix');
+ gl.bindAttribLocation(glProgram, vectorLocation, 'vector');
+ gl.attachShader(glProgram, glVertexShader);
+ gl.attachShader(glProgram, glFragmentShader);
+ gl.linkProgram(glProgram);
+ return gl.getProgramParameter(glProgram, gl.LINK_STATUS);
+}
+
+// For each matrix dimension (mat2, mat3 and mat4)
+for (var mm = 2; mm <= 4; ++mm) {
+ debug('Testing ' + mm + ' dimensional matrices');
+ var glVertexShader = loadVertexShader(mm);
+ // Per the WebGL spec: "LinkProgram will fail if the attribute bindings assigned
+ // by bindAttribLocation do not leave enough space to assign a location for an
+ // active matrix attribute which requires multiple contiguous generic attributes."
+ // We will test this by placing the vector after the matrix attribute such that there
+ // is not enough room for the matrix. Vertify the link operation fails.
+
+ // Run the test for each available attribute slot. Go to maxAttributes-mm to leave enough room
+ // for the matrix itself. Leave another slot open for the vector following the matrix.
+ for (var pp = 0; pp <= maxAttributes - mm - 1; ++pp) {
+ // For each matrix dimension, bind the vector right after the matrix such that we leave
+ // insufficient room for the matrix. Verify doing this will fail the link operation.
+ for (var ll = 0; ll < mm; ++ll) {
+ var vectorLocation = pp + ll;
+ assertMsg(!createAndLinkProgram(glVertexShader, /*matrixLocation*/pp, vectorLocation),
+ "Matrix with location " + pp + " and vector with location " + vectorLocation + " should not link.");
+ }
+ // Ensure that once we have left enough room for the matrix, the program links successfully.
+ var vectorLocation = pp + ll;
+ assertMsg(createAndLinkProgram(glVertexShader, /*matrixLocation*/pp, vectorLocation),
+ "Matrix with location " + pp + " and vector with location " + vectorLocation + " should link.");
+ debug('');
+ }
+ debug('');
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>