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91 lines
3.9 KiB
HTML
91 lines
3.9 KiB
HTML
<!--
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/*
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** Copyright (c) 2014 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
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** distribute, sublicense, and/or sell copies of the Materials, and to
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../js/js-test-pre.js"></script>
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<script src="../../js/webgl-test-utils.js"></script>
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<title>bindAttribLocation with aliasing</title>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
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<script id="vertexShader" type="text/something-not-javascript">
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precision mediump float;
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attribute $(type_1) a_1;
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attribute $(type_2) a_2;
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void main() {
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gl_Position = $(gl_Position_1) + $(gl_Position_2);
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}
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</script>
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<script>
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"use strict";
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description("This test verifies combinations of valid, active attribute types cannot be bound to the same location with bindAttribLocation.");
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("canvas");
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var gl = wtu.create3DContext(canvas, {antialias: false});
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var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
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var typeInfo = [
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{ type: 'float', asVec4: 'vec4(0.0, $(var), 0.0, 1.0)' },
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{ type: 'vec2', asVec4: 'vec4($(var), 0.0, 1.0)' },
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{ type: 'vec3', asVec4: 'vec4($(var), 1.0)' },
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{ type: 'vec4', asVec4: '$(var)' },
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];
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var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
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// Test all type combinations of a_1 and a_2.
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typeInfo.forEach(function(typeInfo1) {
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typeInfo.forEach(function(typeInfo2) {
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debug('attribute_1: ' + typeInfo1.type + ' attribute_2: ' + typeInfo2.type);
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var replaceParams = {
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type_1: typeInfo1.type,
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type_2: typeInfo2.type,
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gl_Position_1: wtu.replaceParams(typeInfo1.asVec4, {var: 'a_1'}),
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gl_Position_2: wtu.replaceParams(typeInfo2.asVec4, {var: 'a_2'})
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};
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var strVertexShader = wtu.replaceParams(wtu.getScript('vertexShader'), replaceParams);
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var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
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assertMsg(glVertexShader != null, "Vertex shader compiled successfully.");
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// Bind both a_1 and a_2 to the same position and verify the link fails.
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// Do so for all valid positions available.
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for (var l = 0; l < maxAttributes; l++) {
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var glProgram = gl.createProgram();
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gl.bindAttribLocation(glProgram, l, 'a_1');
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gl.bindAttribLocation(glProgram, l, 'a_2');
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gl.attachShader(glProgram, glVertexShader);
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gl.attachShader(glProgram, glFragmentShader);
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gl.linkProgram(glProgram);
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assertMsg(!gl.getProgramParameter(glProgram, gl.LINK_STATUS), "Link should fail when both types are aliased to location " + l);
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}
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});
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});
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var successfullyParsed = true;
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</script>
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<script src="../../js/js-test-post.js"></script>
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</body>
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</html>
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