blob: b29116fad21330fbd9db457af733b2b781248df7 [file] [log] [blame]
/*
* Copyright (c) 2014, the Dart project authors. Please see the AUTHORS file
* for details. All rights reserved. Use of this source code is governed by a
* BSD-style license that can be found in the LICENSE file.
*/
/**
* @description This test ensures WebGL implementations don't allow names that
* start with 'gl_' when calling bindAttribLocation.
*/
import "dart:html";
import "dart:web_gl" as wgl;
import 'dart:typed_data';
import "../../../testcommon.dart";
import "resources/webgl-test.dart";
import "resources/webgl-test-utils.dart" as wtu;
import "../../../../Utils/async_utils.dart";
main() {
document.body.setInnerHtml('''
<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;
attribute vec4 vColor;
varying vec4 color;
void main()
{
gl_Position = vPosition;
color = vColor;
}
</script>
<script id="fshader" type="text/something-not-javascript">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 color;
void main()
{
gl_FragColor = color;
}
</script>
<div>PASS</div>
''', treeSanitizer: new NullTreeSanitizer());
debug("Canvas.getContext");
var gl = create3DContext(document.getElementById("canvas"));
shouldBeNonNull(gl);
fail(x,y, buf, shouldBe) {
var i = (y*50+x) * 4;
var reason = "pixel at ($x,$y) is ${buf.sublist(0,4)}, should be $shouldBe";
testFailed(reason);
}
pass() {
testPassed("drawing is correct");
}
loadShader(shaderType, shaderId) {
// Get the shader source.
var shaderSource = document.getElementById(shaderId).text;
// Create the shader object
var shader = gl.createShader(shaderType);
if (shader == null) {
debug("*** Error: unable to create shader '"+shaderId+"'");
return null;
}
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, wgl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var error = gl.getShaderInfoLog(shader);
debug("*** Error compiling shader '"+shader+"':"+error);
gl.deleteShader(shader);
return null;
}
return shader;
}
debug("Checking gl.bindAttribLocation.");
var program = gl.createProgram();
gl.bindAttribLocation(program, 0, "gl_foo");
glErrorShouldBe(gl, wgl.INVALID_OPERATION,
"bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
gl.bindAttribLocation(program, 0, "gl_TexCoord0");
glErrorShouldBe(gl, wgl.INVALID_OPERATION,
"bindAttribLocation should return INVALID_OPERATION if name starts with 'gl_'");
var vs = loadShader(wgl.VERTEX_SHADER, "vshader");
var fs = loadShader(wgl.FRAGMENT_SHADER, "fshader");
gl.attachShader(program, vs);
gl.attachShader(program, fs);
var positions = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, positions);
gl.bufferData(wgl.ARRAY_BUFFER, new Float32List.fromList([ 0.0,0.5,0.0, -0.5,-0.5,0.0, 0.5,-0.5,0.0 ]), wgl.STATIC_DRAW);
var colors = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, colors);
gl.bufferData(wgl.ARRAY_BUFFER, new Float32List.fromList([
0.0,1.0,0.0,1.0,
0.0,1.0,0.0,1.0,
0.0,1.0,0.0,1.0]), wgl.STATIC_DRAW);
setBindLocations(colorLocation, positionLocation) {
gl.bindAttribLocation(program, positionLocation, "vPosition");
gl.bindAttribLocation(program, colorLocation, "vColor");
gl.linkProgram(program);
gl.useProgram(program);
var linked = (gl.getProgramParameter(program, wgl.LINK_STATUS) != 0);
assertMsg(linked, "program linked successfully");
debug("vPosition: ${gl.getAttribLocation(program, 'vPosition')}");
debug("vColor : ${gl.getAttribLocation(program, 'vColor')}");
assertMsg(gl.getAttribLocation(program, "vPosition") == positionLocation,
"location of vPositon should be $positionLocation");
assertMsg(gl.getAttribLocation(program, "vColor") == colorLocation,
"location of vColor should be $colorLocation");
var ploc = gl.getAttribLocation(program, "vPosition");
var cloc = gl.getAttribLocation(program, "vColor");
gl.bindBuffer(wgl.ARRAY_BUFFER, positions);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, wgl.FLOAT, false, 0, 0);
gl.bindBuffer(wgl.ARRAY_BUFFER, colors);
gl.enableVertexAttribArray(colorLocation);
gl.vertexAttribPointer(colorLocation, 4, wgl.FLOAT, false, 0, 0);
}
checkDraw(colorLocation, positionLocation, r, g, b, a) {
gl.clearColor(0, 0, 0, 1);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
gl.drawArrays(wgl.TRIANGLES, 0, 3);
var width = 50;
var height = 50;
var buf = new Uint8List(width * height * 4);
gl.readPixels(0, 0, width, height, wgl.RGBA, wgl.UNSIGNED_BYTE, buf);
checkPixel(x, y, r, g, b, a) {
var offset = (y * width + x) * 4;
if (buf[offset + 0] != r ||
buf[offset + 1] != g ||
buf[offset + 2] != b ||
buf[offset + 3] != a) {
fail(x, y, buf, [r,g,b,a]);
return false;
}
return true;
}
// Test several locations
// First line should be all black
var success = true;
for (var i = 0; i < 50; ++i)
success = success && checkPixel(i, 0, 0, 0, 0, 255);
// Line 15 should be red for at least 10 rgba pixels starting 20 pixels in
var offset = (15 * 50 + 20) * 4;
for (var i = 0; i < 10; ++i)
success = success && checkPixel(20 + i, 15, r, g, b, a);
// Last line should be all black
for (var i = 0; i < 50; ++i)
success = success && checkPixel(i, 49, 0, 0, 0, 255);
if (success)
pass();
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);
glErrorShouldBe(gl, wgl.NO_ERROR);
}