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| |
| <!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="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test.js"></script> |
| <script src="../resources/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"); |
| |
| function fail(x,y, buf, shouldBe) |
| { |
| var i = (y*50+x) * 4; |
| var reason = "pixel at ("+x+","+y+") is ("+buf[i]+","+buf[i+1]+","+buf[i+2]+","+buf[i+3]+"), should be "+shouldBe; |
| testFailed(reason); |
| } |
| |
| function pass() |
| { |
| testPassed("drawing is correct"); |
| } |
| |
| 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); |
| |
| glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| debug(""); |
| var successfullyParsed = true; |
| |
| </script> |
| <script src="../../resources/js-test-post.js"></script> |
| |
| </body> |
| </html> |