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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-nonexistent-attribute.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-nonexistent-attribute.html | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-nonexistent-attribute.html b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-nonexistent-attribute.html new file mode 100644 index 0000000000..d6968b5ea4 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-nonexistent-attribute.html @@ -0,0 +1,82 @@ +<!-- +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> |