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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
<script src="../../resources/test-eval.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("Test that functions returning strings really do return strings (and not e.g. null)");
debug("");
var validVertexShaderString =
"attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }";
var validFragmentShaderString =
"precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }";
function shouldReturnString(_a)
{
var exception;
var _av;
try {
_av = TestEval(_a);
} catch (e) {
exception = e;
}
if (exception)
testFailed(_a + ' should return a string. Threw exception ' + exception);
else if (typeof _av == "string")
testPassed(_a + ' returns a string');
else
testFailed(_a + ' should return a string. Returns: "' + _av + '"');
}
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
var vs = gl.createShader(gl.VERTEX_SHADER);
shouldReturnString("gl.getShaderSource(vs)");
shouldReturnString("gl.getShaderInfoLog(vs)");
gl.shaderSource(vs, validVertexShaderString);
gl.compileShader(vs);
shouldReturnString("gl.getShaderSource(vs)");
shouldReturnString("gl.getShaderInfoLog(vs)");
var fs = gl.createShader(gl.FRAGMENT_SHADER);
shouldReturnString("gl.getShaderSource(fs)");
shouldReturnString("gl.getShaderInfoLog(fs)");
gl.shaderSource(fs, validFragmentShaderString);
gl.compileShader(fs);
shouldReturnString("gl.getShaderSource(fs)");
shouldReturnString("gl.getShaderInfoLog(fs)");
var prog = gl.createProgram();
shouldReturnString("gl.getProgramInfoLog(prog)");
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
shouldReturnString("gl.getProgramInfoLog(prog)");
// Make sure different numbers of extensions doesn't result in
// different test output.
var exts = gl.getSupportedExtensions();
var allPassed = true;
for (var ii = 0; ii < exts.length; ++ii) {
var s = exts[ii];
if (typeof s != "string") {
shouldReturnString("gl.getSupportedExtensions()[" + s + "]");
allPassed = false;
}
}
if (allPassed) {
testPassed('getSupportedExtensions() returns an array of strings');
}
shouldReturnString("gl.getParameter(gl.VENDOR)");
shouldReturnString("gl.getParameter(gl.RENDERER)");
shouldReturnString("gl.getParameter(gl.VERSION)");
shouldReturnString("gl.getParameter(gl.SHADING_LANGUAGE_VERSION)");
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>