blob: d508ee42128812177d0a1ce6429867345476c334 [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 Tests that program compiling/linking/using works correctly.
*/
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 "resources/desktop-gl-constants.dart";
import "../../../../Utils/async_utils.dart";
main() {
document.body.setInnerHtml('''
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<div>PASS</div>
''', treeSanitizer: new NullTreeSanitizer());
go() {
debug("");
debug("Canvas.getContext");
var gl = create3DContext(document.getElementById("canvas"));
if (gl == null) {
testFailed("context does not exist");
return;
}
testPassed("context exists");
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(wgl.COLOR_BUFFER_BIT | wgl.DEPTH_BUFFER_BIT);
doArraysHaveSameContents(a, b) {
var aset = new Set.from(a);
var bset = new Set.from(b);
return aset.difference(bset).isEmpty && bset.difference(aset).isEmpty;
}
/////// Check compileShader() /////////////////////////////
var vs = gl.createShader(wgl.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, wgl.COMPILE_STATUS) == true,
"good vertex shader should compile");
var vs2 = gl.createShader(wgl.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, wgl.COMPILE_STATUS) == true,
"good vertex shader #2 should compile");
var vsBad = gl.createShader(wgl.VERTEX_SHADER);
gl.shaderSource(vsBad, "WILL NOT COMPILE;");
gl.compileShader(vsBad);
assertMsg(gl.getShaderParameter(vsBad, wgl.COMPILE_STATUS) == false,
"bad vertex shader should fail to compile");
var fs = gl.createShader(wgl.FRAGMENT_SHADER);
gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
gl.compileShader(fs);
assertMsg(gl.getShaderParameter(fs, wgl.COMPILE_STATUS) == true,
"good fragment shader should compile");
var fs2 = gl.createShader(wgl.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, wgl.COMPILE_STATUS) == true,
"good fragment shader #2 should compile");
var fsBad = gl.createShader(wgl.FRAGMENT_SHADER);
gl.shaderSource(fsBad, "WILL NOT COMPILE;");
gl.compileShader(fsBad);
assertMsg(gl.getShaderParameter(fsBad, wgl.COMPILE_STATUS) == false,
"bad fragment shader should fail to compile");
glErrorShouldBe(gl, wgl.NO_ERROR, "should be no errors at this point");
/////// Check attachShader() /////////////////////////////
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() != wgl.NO_ERROR)
assertMsg(false, "unexpected error in attachShader()");
gl.attachShader(prog, shader);
glErrorShouldBe(gl, expected_error_code, errmsg);
}
checkAttachShader([], vs, wgl.NO_ERROR, "attaching a vertex shader should succeed");
checkAttachShader([vs], vs, wgl.INVALID_OPERATION,
"attaching an already attached vertex shader should generate INVALID_OPERATION");
checkAttachShader([], fs, wgl.NO_ERROR, "attaching a fragment shader should succeed");
checkAttachShader([fs], fs, wgl.INVALID_OPERATION,
"attaching an already attached fragment shader should generate INVALID_OPERATION");
checkAttachShader([vs], vs2, wgl.INVALID_OPERATION,
"attaching shaders of the same type to a program should generate INVALID_OPERATION");
checkAttachShader([fs], fs2, wgl.INVALID_OPERATION,
"attaching shaders of the same type to a program should generate INVALID_OPERATION");
/////// Check detachShader() /////////////////////////////
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() != wgl.NO_ERROR)
assertMsg(false, "unexpected error in attachShader()");
gl.detachShader(prog, shader);
glErrorShouldBe(gl, expected_error_code, errmsg);
}
checkDetachShader([vs], vs, wgl.NO_ERROR, "detaching a vertex shader should succeed");
checkDetachShader([fs], vs, wgl.INVALID_OPERATION,
"detaching a not already attached vertex shader should generate INVALID_OPERATION");
checkDetachShader([fs], fs, wgl.NO_ERROR, "detaching a fragment shader should succeed");
checkDetachShader([vs], fs, wgl.INVALID_OPERATION,
"detaching a not already attached fragment shader should generate INVALID_OPERATION");
/////// Check getAttachedShaders() /////////////////////////////
checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
var prog = gl.createProgram();
for (var i = 0; i < shaders_to_attach.length; ++i)
gl.attachShader(prog, shaders_to_attach[i]);
if(gl.getError() != wgl.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() != wgl.NO_ERROR)
assertMsg(false, "unexpected error in detachShader()");
assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
}
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 shoud leave an empty list");
checkGetAttachedShaders([fs, vs], [fs, vs], [],
"attaching some shaders and detaching them in same order shoud leave an empty list");
checkGetAttachedShaders([fs, vs], [vs, fs], [],
"attaching some shaders and detaching them in random order shoud 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 /////////////////////////////
checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, 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() != wgl.NO_ERROR)
assertMsg(false, "unexpected error in linkProgram()");
assertMsg(gl.getProgramParameter(prog, wgl.LINK_STATUS) == expected_status, errmsg);
if (expected_status == true && gl.getProgramParameter(prog, wgl.LINK_STATUS) == false)
debug(gl.getProgramInfoLog(prog));
if (gl.getError() != wgl.NO_ERROR)
assertMsg(false, "unexpected error in getProgramParameter()");
gl.useProgram(prog);
if (expected_status == true)
glErrorShouldBe(gl, wgl.NO_ERROR, "using a valid program should succeed");
if (expected_status == false)
glErrorShouldBe(gl, wgl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
return prog;
}
var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link");
var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link");
var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link");
var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link");
var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link");
var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link");
var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link");
gl.useProgram(progGood1);
glErrorShouldBe(gl, wgl.NO_ERROR, "using a valid program shouldn't generate a GL error");
var vbuf = gl.createBuffer();
gl.bindBuffer(wgl.ARRAY_BUFFER, vbuf);
gl.bufferData(wgl.ARRAY_BUFFER,
new Float32List.fromList([
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]),
wgl.STATIC_DRAW);
gl.vertexAttribPointer(0, 4, wgl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
glErrorShouldBe(gl, wgl.NO_ERROR, "should be no errors at this point #2");
gl.useProgram(progGood1);
gl.drawArrays(wgl.TRIANGLES, 0, 3);
glErrorShouldBe(gl, wgl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
gl.useProgram(progBad1);
glErrorShouldBe(gl, wgl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
gl.drawArrays(wgl.TRIANGLES, 0, 3);
glErrorShouldBe(gl, wgl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
gl.useProgram(progGood2);
gl.drawArrays(wgl.TRIANGLES, 0, 3);
glErrorShouldBe(gl, wgl.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, wgl.LINK_STATUS) == false,
"linking should fail with in-use formerly good program, with new bad shader attached");
gl.useProgram(progGood1);
gl.drawArrays(wgl.TRIANGLES, 0, 4);
glErrorShouldBe(gl, wgl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram");
gl.useProgram(progGood1);
gl.drawArrays(wgl.TRIANGLES, 0, 4);
glErrorShouldBe(gl, wgl.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(wgl.TRIANGLES, 0, 4);
glErrorShouldBe(gl, wgl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
gl.linkProgram(progGood1);
glErrorShouldBe(gl, wgl.NO_ERROR, "The current program shouldn't be deleted");
var fs3 = gl.createShader(wgl.FRAGMENT_SHADER);
gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
gl.compileShader(fs3);
assertMsg(gl.getShaderParameter(fs3, wgl.COMPILE_STATUS) == true,
"good fragment shader should compile");
gl.deleteShader(fs3);
gl.compileShader(fs3);
glErrorShouldBe(gl, wgl.INVALID_VALUE, "an unattached shader should be deleted immediately");
fs3 = gl.createShader(wgl.FRAGMENT_SHADER);
gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
gl.compileShader(fs3);
assertMsg(gl.getShaderParameter(fs3, wgl.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, wgl.COMPILE_STATUS) == true,
"an attached shader shouldn't be deleted");
gl.useProgram(null);
gl.linkProgram(progGood1);
glErrorShouldBe(gl, wgl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
gl.compileShader(fs3);
glErrorShouldBe(gl, wgl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
}
debug("");
go();
}