summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/programs/program-test.html
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/programs/program-test.html406
1 files changed, 406 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/programs/program-test.html b/dom/canvas/test/webgl-conf/checkout/conformance/programs/program-test.html
new file mode 100644
index 0000000000..34ca68f1d7
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/programs/program-test.html
@@ -0,0 +1,406 @@
+<!--
+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">
+<title>WebGL Program Compiling/Linking Conformance Test</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/desktop-gl-constants.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<script id="vshader" type="x-shader/x-vertex">
+ attribute vec4 a_position;
+ void main()
+ {
+ gl_Position = a_position;
+ }
+</script>
+<script id="fshader-red" type="x-shader/x-fragment">
+ void main()
+ {
+ gl_FragColor = vec4(1, 0, 0, 1);
+ }
+</script>
+<script id="fshader-green" type="x-shader/x-fragment">
+ void main()
+ {
+ gl_FragColor = vec4(0, 1, 0, 1);
+ }
+</script>
+<script id="fshader-settable" type="x-shader/x-fragment">
+ precision mediump float;
+ uniform vec4 u_color;
+ void main()
+ {
+ gl_FragColor = u_color;
+ }
+</script>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<script type="application/javascript">
+var wtu = WebGLTestUtils;
+let gl;
+function go() {
+ description("Tests that program compiling/linking/using works correctly.");
+
+ debug("");
+ debug("Canvas.getContext");
+
+ gl = wtu.create3DContext("canvas");
+ if (!gl) {
+ testFailed("context does not exist");
+ return;
+ }
+
+ testPassed("context exists");
+
+ gl.clearColor(0.0, 0.0, 0.0, 0.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ function doArraysHaveSameContents(a, b) {
+ var flags = [];
+ function hasUnusedValue(a, value) {
+ for (var ii = 0; ii < a.length; ++ii) {
+ if (a[ii] === value && !flags[ii]) {
+ flags[ii] = true;
+ return true;
+ }
+ }
+ return false;
+ }
+
+ try {
+ if (a.length !== b.length) {
+ return false;
+ }
+ for (var ii = 0; ii < a.length; ii++) {
+ if (!hasUnusedValue(b, a[ii])) {
+ return false;
+ }
+ }
+ } catch (ex) {
+ return false;
+ }
+ return true;
+ }
+
+/////// Check compileShader() /////////////////////////////
+
+ var vs = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
+ gl.compileShader(vs);
+
+ assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
+ "good vertex shader should compile");
+
+ // Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
+ assertMsg(gl.getShaderParameter(vs, desktopGL['INFO_LOG_LENGTH']) === null, "invalid call to getShaderParameter should return null");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argument to getShaderParameter in WebGL");
+ assertMsg(gl.getShaderParameter(vs, desktopGL['SHADER_SOURCE_LENGTH']) === null, "invalid call to getShaderParameter should return null");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "SHADER_SOURCE_LENGTH is not a valid argument to getShaderParameter in WebGL");
+
+ var vs2 = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
+ gl.compileShader(vs2);
+
+ assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
+ "good vertex shader #2 should compile");
+
+ var vsBad = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vsBad, "WILL NOT COMPILE;");
+ gl.compileShader(vsBad);
+
+ // GLSL 1.0.17 section 10.27. compile shader does not have to return failure.
+ //assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
+ // "bad vertex shader should fail to compile");
+
+ var fs = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
+ gl.compileShader(fs);
+
+ assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
+ "good fragment shader should compile");
+
+ var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
+ gl.compileShader(fs2);
+
+ assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
+ "good fragment shader #2 should compile");
+
+ var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fsBad, "WILL NOT COMPILE;");
+ gl.compileShader(fsBad);
+
+ // GLSL 1.0.17 section 10.27. compile shader does not have to return failure.
+ //assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
+ // "bad fragment shader should fail to compile");
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
+
+/////// Check attachShader() /////////////////////////////
+
+ function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < already_attached_shaders.length; ++i)
+ gl.attachShader(prog, already_attached_shaders[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in attachShader()");
+ gl.attachShader(prog, shader);
+ wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
+ }
+
+ checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed");
+ checkAttachShader([vs], vs, gl.INVALID_OPERATION,
+ "attaching an already attached vertex shader should generate INVALID_OPERATION");
+ checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed");
+ checkAttachShader([fs], fs, gl.INVALID_OPERATION,
+ "attaching an already attached fragment shader should generate INVALID_OPERATION");
+ checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
+ "attaching shaders of the same type to a program should generate INVALID_OPERATION");
+ checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
+ "attaching shaders of the same type to a program should generate INVALID_OPERATION");
+
+/////// Check detachShader() /////////////////////////////
+
+ function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < already_attached_shaders.length; ++i)
+ gl.attachShader(prog, already_attached_shaders[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in attachShader()");
+ gl.detachShader(prog, shader);
+ wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
+ }
+
+ checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed");
+ checkDetachShader([fs], vs, gl.INVALID_OPERATION,
+ "detaching a not already attached vertex shader should generate INVALID_OPERATION");
+ checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed");
+ checkDetachShader([vs], fs, gl.INVALID_OPERATION,
+ "detaching a not already attached fragment shader should generate INVALID_OPERATION");
+
+/////// Check getAttachedShaders() /////////////////////////////
+
+ function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
+ prog = gl.createProgram();
+ for (var i = 0; i < shaders_to_attach.length; ++i)
+ gl.attachShader(prog, shaders_to_attach[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in attachShader()");
+ for (var i = 0; i < shaders_to_detach.length; ++i)
+ gl.detachShader(prog, shaders_to_detach[i]);
+ if(gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in detachShader()");
+ assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
+ shouldBe('gl.getProgramParameter(prog, gl.ATTACHED_SHADERS)', `${expected_shaders.length}`);
+ }
+ checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
+ checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
+ checkGetAttachedShaders([fs, vs], [], [fs, vs],
+ "attaching some shaders should give the expected list");
+ checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it should leave an empty list");
+ checkGetAttachedShaders([fs, vs], [fs, vs], [],
+ "attaching some shaders and detaching them in same order should leave an empty list");
+ checkGetAttachedShaders([fs, vs], [vs, fs], [],
+ "attaching some shaders and detaching them in random order should leave an empty list");
+ checkGetAttachedShaders([fs, vs], [vs], [fs],
+ "attaching and detaching some shaders should leave the difference list");
+ checkGetAttachedShaders([fs, vs], [fs], [vs],
+ "attaching and detaching some shaders should leave the difference list");
+ checkGetAttachedShaders([fsBad], [], [fsBad],
+ "attaching a shader that failed to compile should still show it in the list");
+ checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
+ "attaching shaders, including one that failed to compile, should still show the it in the list");
+
+/////// Check linkProgram() and useProgram /////////////////////////////
+
+ function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, testInvalidEnums, errmsg) {
+ var prog = gl.createProgram();
+ for (var i = 0; i < shaders.length; ++i) {
+ gl.attachShader(prog, shaders[i]);
+ if (deleteShaderAfterAttach)
+ gl.deleteShader(shaders[i]);
+ }
+ gl.bindAttribLocation(prog, 0, "aVertex");
+ gl.bindAttribLocation(prog, 1, "aColor");
+ gl.linkProgram(prog);
+ if (gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in linkProgram()");
+ assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
+ var infolog = gl.getProgramInfoLog(prog);
+ if (gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in getProgramInfoLog()");
+ if (typeof(infolog) != "string")
+ assertMsg(false, "getProgramInfoLog() did not return a string");
+ if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
+ debug(infolog);
+ if (gl.getError() != gl.NO_ERROR)
+ assertMsg(false, "unexpected error in getProgramParameter()");
+
+ if (testInvalidEnums) {
+ // Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
+ assertMsg(gl.getProgramParameter(prog, desktopGL['INFO_LOG_LENGTH']) === null, "invalid call to getProgramParameter should return null");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argument to getProgramParameter in WebGL");
+ assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_ATTRIBUTE_MAX_LENGTH']) === null, "invalid call to getProgramParameter should return null");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_ATTRIBUTE_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
+ assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_UNIFORM_MAX_LENGTH']) === null, "invalid call to getProgramParameter should return null");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_UNIFORM_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
+ }
+
+ gl.useProgram(prog);
+ if (expected_status == true)
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed");
+ if (expected_status == false)
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
+ return prog;
+ }
+
+ var progGood1 = checkLinkAndUse([vs, fs], false, true, true, "valid program should link");
+ var progGood2 = checkLinkAndUse([vs, fs2], false, true, false, "valid program #2 should link");
+ var progBad1 = checkLinkAndUse([vs], false, false, false, "program with no fragment shader should fail to link");
+ var progBad2 = checkLinkAndUse([fs], false, false, false, "program with no vertex shader should fail to link");
+ var progBad3 = checkLinkAndUse([vsBad, fs], false, false, false, "program with bad vertex shader should fail to link");
+ var progBad4 = checkLinkAndUse([vs, fsBad], false, false, false, "program with bad fragment shader should fail to link");
+ var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, false, "program with bad shaders should fail to link");
+
+ gl.useProgram(progGood1);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error");
+
+ var vbuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
+ gl.bufferData(gl.ARRAY_BUFFER,
+ new Float32Array([
+ 0.0, 0.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0]),
+ gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
+
+ gl.useProgram(null);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawing with a null program should generate INVALID_OPERATION");
+
+ gl.useProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
+
+ gl.useProgram(progBad1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
+
+ gl.useProgram(progGood2);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
+ gl.detachShader(progGood2, fs2);
+ gl.attachShader(progGood2, fsBad);
+ gl.linkProgram(progGood2);
+ assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
+ "linking should fail with in-use formerly good program, with new bad shader attached");
+
+ // In WebGL, an unsuccessful link immediately invalidates the previous valid program.
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawing with a newly-invalidated program should generate INVALID_OPERATION");
+
+ gl.useProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 4);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
+
+ var progGood1 = checkLinkAndUse([vs, fs], true, true, false, "delete shaders after attaching them and before linking program should not affect linkProgram");
+ gl.useProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 4);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
+
+/////// Check deleteProgram() and deleteShader() /////////////////////////////
+
+ gl.useProgram(progGood1);
+ gl.deleteProgram(progGood1);
+ gl.drawArrays(gl.TRIANGLES, 0, 4);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
+
+ gl.linkProgram(progGood1);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
+
+ var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
+ gl.compileShader(fs3);
+
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
+ "good fragment shader should compile");
+
+ gl.deleteShader(fs3);
+ gl.compileShader(fs3);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately");
+
+ fs3 = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
+ gl.compileShader(fs3);
+
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
+ "good fragment shader should compile");
+
+ gl.detachShader(progGood1, fs);
+ gl.attachShader(progGood1, fs3);
+
+ gl.deleteShader(fs3);
+ gl.compileShader(fs3);
+ assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
+ "an attached shader shouldn't be deleted");
+
+ gl.useProgram(null);
+ gl.linkProgram(progGood1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
+
+ gl.compileShader(fs3);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
+
+//////// Check linkProgram() with relinked program //////////
+ var vs = wtu.loadShaderFromScript(gl, "vshader");
+ var fs = wtu.loadShaderFromScript(gl, "fshader-red");
+ var prg = wtu.createProgram(gl, vs, fs);
+ gl.useProgram(prg);
+ var posLoc = gl.getAttribLocation(prg, "a_position");
+ wtu.setupUnitQuad(gl, posLoc);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
+ gl.shaderSource(fs, wtu.getScript("fshader-green"));
+ gl.compileShader(fs);
+ gl.linkProgram(prg);
+ // Program should be new program at this point without calling useProgram
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+ var prg = wtu.setupProgram(gl, ["vshader", "fshader-settable"], ["a_position"]);
+ var colorLoc = gl.getUniformLocation(prg, "u_color");
+ gl.uniform4f(colorLoc, 1, 0, 0, 1);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
+ gl.linkProgram(prg);
+ // Program's uniforms should be cleared at this point without calling useProgram
+ wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]);
+ wtu.checkCanvas(gl, [0, 0, 0, 0], "should be tranparent black");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
+}
+
+debug("");
+go();
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>