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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/more/functions/vertexAttribBadArgs.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/more/functions/vertexAttribBadArgs.html | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/vertexAttribBadArgs.html b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/vertexAttribBadArgs.html new file mode 100644 index 0000000000..67e44a5b87 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/more/functions/vertexAttribBadArgs.html @@ -0,0 +1,97 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<!-- +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. +--> +<link rel="stylesheet" type="text/css" href="../unit.css" /> +<script type="application/javascript" src="../unit.js"></script> +<script type="application/javascript" src="../util.js"></script> +<script type="application/javascript"> + +var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; +var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; +var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; + +Tests.startUnit = function () { + var canvas = document.getElementById('gl'); + var gl = wrapGLContext(getGLContext(canvas)); + var prog = new Shader(gl, 'vert', 'frag'); + prog.use(); + var sh = prog.shader.program; +// log(gl.getShaderInfoLog(prog.shaders[1])); + var v = gl.getAttribLocation(sh, 'Vertex'); + var n = gl.getAttribLocation(sh, 'Normal'); + var t = gl.getAttribLocation(sh, 'Tex'); + return [gl,prog,v,n,t]; +} + +Tests.setup = function(gl, prog, v,n,t) { + assert(0 == gl.getError()); + return [gl, prog, v,n,t]; +} +Tests.teardown = function(gl, prog, v,n,t) { + gl.disableVertexAttribArray(v); + gl.disableVertexAttribArray(n); + gl.disableVertexAttribArray(t); +} + +Tests.endUnit = function(gl, prog, v,n,t) { + prog.destroy(); +} + + +Tests.testVertexAttrib = function(gl, prog, v,n,t) { + var vbo = gl.createBuffer(); + var vertsArr = new Float32Array(verts); + gl.bindBuffer(gl.ARRAY_BUFFER, vbo); + gl.bufferData(gl.ARRAY_BUFFER, vertsArr, gl.STATIC_DRAW); + gl.enableVertexAttribArray(v); + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); + assertFail("bad index", + function(){gl.vertexAttrib1f(-1, 1);}); + assertFail("bad index (big negative)", + function(){gl.vertexAttrib1f(-69092342, 1);}); + assertFail("bad index (big positive)", + function(){gl.vertexAttrib1f(58928938, 1);}); + assertOk("array too large", + function(){gl.vertexAttrib1fv(v, [1,2,3,4,5]);}); + assertFail("array too small", + function(){gl.vertexAttrib1fv(v, []);}); + assertOk("draw", + function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); + throwError(gl); +} + +</script> +<script id="vert" type="x-shader/x-vertex"> + attribute vec3 Vertex; + attribute vec3 Normal; + attribute vec2 Tex; + + varying vec4 texCoord0; + void main() + { + gl_Position = vec4(Vertex * Normal, 1.0); + texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; + } +</script> +<script id="frag" type="x-shader/x-fragment"> + precision mediump float; + + varying vec4 texCoord0; + void main() + { + vec4 c = texCoord0; + gl_FragColor = c; + } +</script> + + +<style>canvas{ position:absolute; }</style> +</head><body> + <canvas id="gl" width="1" height="1"></canvas> +</body></html> |