summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/programs/gl-bind-attrib-location-long-names-test.html
blob: 90328bee45b15dece0a9a70cb9ddfa83f317c261 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
<!--
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 BindAttribLocation Long Names Conformance Tests</title>
<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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas style="border: 1px solid black;" id="canvas" width="50" height="50"></canvas>
<script id="vshader" type="text/something-not-javascript">
attribute vec4 vPosition$(suffix);
attribute vec4 vColor$(suffix);
varying vec4 color;
void main()
{
  gl_Position = vPosition$(suffix);
  color = vColor$(suffix);
}
</script>
<script id="fshader" type="text/something-not-javascript">
precision mediump float;

varying vec4 color;
void main()
{
  gl_FragColor = color;
}
</script>
<script>
"use strict";
description("This test checks using long names with bindAttribLocation work.");

debug("");
debug("Canvas.getContext");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
shouldBeNonNull("gl");

debug("");
debug("Checking gl.bindAttribLocation with long names.");

var program = gl.createProgram();

var suffix = "long";
for (var ii = 0; ii < 5; ++ii) {
  suffix = suffix + suffix;
}
var replacements = {
  suffix: suffix
};

var vsrc = wtu.replaceParams(wtu.getScript("vshader"), replacements);
var fsrc = wtu.replaceParams(wtu.getScript("fshader"), replacements);

var vs = wtu.loadShader(gl, vsrc, gl.VERTEX_SHADER);
var fs = wtu.loadShader(gl, fsrc, gl.FRAGMENT_SHADER);

var attribs = {
  vPosition: "vPosition" + suffix,
  vColor: "vColor" + suffix
};

gl.attachShader(program, vs);
gl.attachShader(program, fs);

var positions = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positions);
gl.bufferData(
  gl.ARRAY_BUFFER,
  new Float32Array(
      [ 1.0,  1.0, 0.0,
       -1.0,  1.0, 0.0,
       -1.0, -1.0, 0.0,
        1.0,  1.0, 0.0,
       -1.0, -1.0, 0.0,
        1.0, -1.0, 0.0]),
  gl.STATIC_DRAW);

var colors = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colors);
gl.bufferData(
  gl.ARRAY_BUFFER,
  new Float32Array(
      [ 0,1,0,1,
        0,1,0,1,
        0,1,0,1,
        0,1,0,1,
        0,1,0,1,
        0,1,0,1]),
  gl.STATIC_DRAW);

function setBindLocations(colorLocation, positionLocation) {
  gl.bindAttribLocation(program, positionLocation, attribs.vPosition);
  gl.bindAttribLocation(program, colorLocation, attribs.vColor);
  gl.linkProgram(program);
  gl.useProgram(program);
  var linked = (gl.getProgramParameter(program, gl.LINK_STATUS) != 0);
  assertMsg(linked, "program linked successfully");

  debug("vPosition:" + gl.getAttribLocation(program, attribs.vPosition))
  debug("vColor   :" + gl.getAttribLocation(program, attribs.vColor))
  assertMsg(gl.getAttribLocation(program, attribs.vPosition) == positionLocation,
            "location of vPosition should be " + positionLocation);
  assertMsg(gl.getAttribLocation(program, attribs.vColor) == colorLocation,
            "location of vColor should be " + colorLocation);

  var ploc = gl.getAttribLocation(program, attribs.vPosition);
  var cloc = gl.getAttribLocation(program, attribs.vColor);
  gl.bindBuffer(gl.ARRAY_BUFFER, positions);
  gl.enableVertexAttribArray(positionLocation);
  gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
  gl.bindBuffer(gl.ARRAY_BUFFER, colors);
  gl.enableVertexAttribArray(colorLocation);
  gl.vertexAttribPointer(colorLocation, 4, gl.FLOAT, false, 0, 0);
}

function checkDraw(colorLocation, positionLocation, r, g, b, a) {
  wtu.clearAndDrawUnitQuad(gl);
  wtu.checkCanvas(gl, [r, g, b, a], "should be green");

  gl.disableVertexAttribArray(positionLocation);
  gl.disableVertexAttribArray(colorLocation);
}

setBindLocations(2, 3);
checkDraw(2, 3, 0, 255, 0, 255);

setBindLocations(0, 3);
gl.disableVertexAttribArray(0);
gl.vertexAttrib4f(0, 1, 0, 0, 1);
checkDraw(0, 3, 255, 0, 0, 255);

wtu.glErrorShouldBe(gl, gl.NO_ERROR);

debug("");
var successfullyParsed = true;

</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>