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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 Matrix Attribute 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 tests ensures that matrix attribute locations do not clash with other shader attributes.");
+
+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);
+
+// prepareMatrixProgram creates a program with glFragmentShader as the fragment shader.
+// The vertex shader has numVector number of vectors and a matrix with numMatrixDimensions
+// dimensions at location numMatrixPosition in the list of attributes.
+// Ensures that every vector and matrix is used by the program.
+// Returns a valid program on successfull link; null on link failure.
+function prepareMatrixProgram(numVectors, numMatrixDimensions, numMatrixPosition) {
+ // Add the matrix and vector attribute declarations. Declare the vectors
+ // to have the same number of components as the matrix so we can perform
+ // operations on them when we assign to gl_Position later on.
+ var strVertexShader = "";
+ for (var ii = 1; ii <= numVectors; ++ii) {
+ if (numMatrixPosition === ii) {
+ strVertexShader += "attribute mat" + numMatrixDimensions + " matrix;\n";
+ }
+ strVertexShader += "attribute vec" + numMatrixDimensions + " vec_" + ii + ";\n";
+ }
+ // numMatrixPosition will be one past numVectors if the caller wants it to be
+ // last. Hence, we need this check outside the loop as well as inside.
+ if (numMatrixPosition === ii) {
+ strVertexShader += "attribute mat" + numMatrixDimensions + " matrix;\n";
+ }
+ // Add the body of the shader. Add up all of the vectors and multiply by the matrix.
+ // The operations we perform do not matter. We just need to ensure that all the vector and
+ // matrix attributes are used.
+ strVertexShader += "void main(void) { \ngl_Position = vec4((";
+ for (var ii = 1; ii <= numVectors; ++ii) {
+ if (ii > 1) {
+ strVertexShader += "+"
+ }
+ strVertexShader += "vec_" + ii;
+ }
+ strVertexShader += ")*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";
+ // Load the shader, attach it to a program, and return the link results
+ var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
+ var strTest = 'Load shader with ' + numVectors + ' vectors and 1 matrix';
+ if (glVertexShader !== null) {
+ testPassed(strTest);
+
+ var glProgram = gl.createProgram();
+ gl.attachShader(glProgram, glVertexShader);
+ gl.attachShader(glProgram, glFragmentShader);
+ gl.linkProgram(glProgram);
+ if (gl.getProgramParameter(glProgram, gl.LINK_STATUS)) {
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'linkProgram');
+ return glProgram;
+ }
+ } else {
+ testFailed(strTest);
+ }
+ return null;
+}
+
+debug('');
+
+// Test mat2, mat3 and mat4.
+for (var mm = 2; mm <= 4; ++mm) {
+ // Add maxAttribute number of attributes by saving enough room in the attribute
+ // list for a matrix of mm dimensions. All of the other attribute slots will be
+ // filled with vectors.
+ var numVectors = maxAttributes - mm;
+ for (var pp = 1; pp <= numVectors + 1; ++pp) {
+ debug('Test ' + mm + ' dimensional matrix at position ' + pp);
+ var glProgram = prepareMatrixProgram(numVectors, /*numMatrixDimensions*/mm, /*numMatrixPosition*/pp);
+ shouldBeNonNull('glProgram');
+ var attribMatrix = gl.getAttribLocation(glProgram, 'matrix');
+ debug('Matrix is at attribute location ' + attribMatrix);
+ shouldBeTrue('attribMatrix > -1');
+ // Per the spec, when an attribute is a matrix attribute, getAttribLocation
+ // returns the index of the first component of the matrix. The implementation must
+ // leave sufficient room for all the components. Here we ensure none of the vectors
+ // in the shader are assigned attribute locations that belong to the matrix.
+ for (var vv = 1; vv <= numVectors; ++vv) {
+ var strVector = 'vec_' + vv
+ var attribVector = gl.getAttribLocation(glProgram, strVector);
+ debug(strVector + ' is at attribute location ' + attribVector);
+ // Begin with the first attribute location where the matrix begins and ensure
+ // the vector's attribute location is not assigned to the matrix. Loop until
+ // we've checked all of the attribute locations that belong to the matrix.
+ for (var ii = attribMatrix; ii < attribMatrix + mm; ++ii) {
+ var testStr = strVector + ' attribute location: ' + attribVector + '. Should not be ' + ii;
+ if (attribVector !== ii) {
+ testPassed(testStr);
+ } else {
+ testFailed(testStr);
+ }
+ }
+ }
+ debug('');
+ }
+ debug('');
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>