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+++ b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-nonexistent-attribute.html
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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>bindAttribLocation with nonexistent attribute name</title>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="8" height="8"></canvas>
+<script id="vertexShader" type="text/something-not-javascript">
+precision highp float;
+attribute vec4 attr;
+void main() {
+ gl_Position = vec4(attr);
+}
+</script>
+<script>
+"use strict";
+description("This test verifies that calling bindAttribLocation with a non-existent attribute location is fine.");
+
+// OpenGL ES 2.0.25 section 2.10 page 34.
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+var fragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
+var vertexShader = wtu.loadShaderFromScript(gl, 'vertexShader', gl.VERTEX_SHADER);
+assertMsg(vertexShader != null, "Vertex shader compiled successfully.");
+
+var checkAttribLocation = function(program, expectedLocation) {
+ var location = gl.getAttribLocation(program, 'attr');
+ if (location != expectedLocation) {
+ testFailed('Unexpected location for attr: ' + location);
+ } else {
+ testPassed('Location of attr is: ' + location);
+ }
+}
+
+var testProgramNonExistentAttributeBound = function() {
+ var program = gl.createProgram();
+ gl.bindAttribLocation(program, 0, 'attr');
+ gl.bindAttribLocation(program, 1, 'bogus_attr');
+ gl.attachShader(program, vertexShader);
+ gl.attachShader(program, fragmentShader);
+ gl.linkProgram(program);
+ var linkStatus = gl.getProgramParameter(program, gl.LINK_STATUS);
+ expectTrue(linkStatus, "Link should succeed even if a non-existent attribute is bound.");
+ if (linkStatus) {
+ checkAttribLocation(program, 0);
+ }
+};
+var testProgramNonExistentAttributeOverlap = function() {
+ var program = gl.createProgram();
+ gl.bindAttribLocation(program, 1, 'attr');
+ gl.bindAttribLocation(program, 1, 'bogus_attr');
+ gl.attachShader(program, vertexShader);
+ gl.attachShader(program, fragmentShader);
+ gl.linkProgram(program);
+ var linkStatus = gl.getProgramParameter(program, gl.LINK_STATUS);
+ expectTrue(linkStatus, "Link should succeed even if a non-existent attribute is bound to the same location as an attribute that's present in the shader text.");
+ if (linkStatus) {
+ checkAttribLocation(program, 1);
+ }
+};
+
+testProgramNonExistentAttributeBound();
+testProgramNonExistentAttributeOverlap();
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>