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UXP/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-bindAttribLocation-aliasing.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<title>bindAttribLocation with aliasing</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script id="vertexShader" type="text/something-not-javascript">
precision mediump float;
attribute $(type_1) a_1;
attribute $(type_2) a_2;
void main() {
gl_Position = $(gl_Position_1) + $(gl_Position_2);
}
</script>
<script>
"use strict";
description("This test verifies combinations of valid, active attribute types cannot be bound to the same location with bindAttribLocation.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
var typeInfo = [
{ type: 'float', asVec4: 'vec4(0.0, $(var), 0.0, 1.0)' },
{ type: 'vec2', asVec4: 'vec4($(var), 0.0, 1.0)' },
{ type: 'vec3', asVec4: 'vec4($(var), 1.0)' },
{ type: 'vec4', asVec4: '$(var)' },
];
var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
// Test all type combinations of a_1 and a_2.
typeInfo.forEach(function(typeInfo1) {
typeInfo.forEach(function(typeInfo2) {
debug('attribute_1: ' + typeInfo1.type + ' attribute_2: ' + typeInfo2.type);
var replaceParams = {
type_1: typeInfo1.type,
type_2: typeInfo2.type,
gl_Position_1: wtu.replaceParams(typeInfo1.asVec4, {var: 'a_1'}),
gl_Position_2: wtu.replaceParams(typeInfo2.asVec4, {var: 'a_2'})
};
var strVertexShader = wtu.replaceParams(wtu.getScript('vertexShader'), replaceParams);
var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
assertMsg(glVertexShader != null, "Vertex shader compiled successfully.");
// Bind both a_1 and a_2 to the same position and verify the link fails.
// Do so for all valid positions available.
for (var l = 0; l < maxAttributes; l++) {
var glProgram = gl.createProgram();
gl.bindAttribLocation(glProgram, l, 'a_1');
gl.bindAttribLocation(glProgram, l, 'a_2');
gl.attachShader(glProgram, glVertexShader);
gl.attachShader(glProgram, glFragmentShader);
gl.linkProgram(glProgram);
assertMsg(!gl.getProgramParameter(glProgram, gl.LINK_STATUS), "Link should fail when both types are aliased to location " + l);
}
});
});
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>