tor-browser

The Tor Browser
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program-test.html (19113B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 <!DOCTYPE html>
      7 <html>
      8 <head>
      9 <meta charset="utf-8">
     10 <title>WebGL Program Compiling/Linking Conformance Test</title>
     11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     12 <script src="../../js/js-test-pre.js"></script>
     13 <script src="../../js/desktop-gl-constants.js"></script>
     14 <script src="../../js/webgl-test-utils.js"></script>
     15 </head>
     16 <body>
     17 <script id="vshader" type="x-shader/x-vertex">
     18    attribute vec4 a_position;
     19    void main()
     20    {
     21        gl_Position = a_position;
     22    }
     23 </script>
     24 <script id="fshader-red" type="x-shader/x-fragment">
     25    void main()
     26    {
     27        gl_FragColor = vec4(1, 0, 0, 1);
     28    }
     29 </script>
     30 <script id="fshader-green" type="x-shader/x-fragment">
     31    void main()
     32    {
     33        gl_FragColor = vec4(0, 1, 0, 1);
     34    }
     35 </script>
     36 <script id="fshader-settable" type="x-shader/x-fragment">
     37    precision mediump float;
     38    uniform vec4 u_color;
     39    void main()
     40    {
     41        gl_FragColor = u_color;
     42    }
     43 </script>
     44 <div id="description"></div>
     45 <div id="console"></div>
     46 <canvas id="canvas" width="2" height="2"> </canvas>
     47 <script type="application/javascript">
     48 var wtu = WebGLTestUtils;
     49 let gl;
     50 function go() {
     51    description("Tests that program compiling/linking/using works correctly.");
     52 
     53    debug("");
     54    debug("Canvas.getContext");
     55 
     56    gl = wtu.create3DContext("canvas");
     57    if (!gl) {
     58        testFailed("context does not exist");
     59        return;
     60    }
     61 
     62    testPassed("context exists");
     63 
     64    gl.clearColor(0.0, 0.0, 0.0, 0.0);
     65    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
     66 
     67    function doArraysHaveSameContents(a, b) {
     68        var flags = [];
     69        function hasUnusedValue(a, value) {
     70            for (var ii = 0; ii < a.length; ++ii) {
     71                if (a[ii] === value && !flags[ii]) {
     72                    flags[ii] = true;
     73                    return true;
     74                }
     75            }
     76            return false;
     77        }
     78 
     79        try {
     80            if (a.length !== b.length) {
     81                return false;
     82            }
     83            for (var ii = 0; ii < a.length; ii++) {
     84                if (!hasUnusedValue(b, a[ii])) {
     85                    return false;
     86                }
     87            }
     88        } catch (ex) {
     89            return false;
     90        }
     91        return true;
     92    }
     93 
     94 /////// Check compileShader() /////////////////////////////
     95 
     96    var vs = gl.createShader(gl.VERTEX_SHADER);
     97    gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
     98    gl.compileShader(vs);
     99 
    100    assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
    101              "good vertex shader should compile");
    102 
    103    // Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
    104    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
    105    assertMsg(gl.getShaderParameter(vs, desktopGL['INFO_LOG_LENGTH']) === null, "invalid call to getShaderParameter should return null");
    106    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argument to getShaderParameter in WebGL");
    107    assertMsg(gl.getShaderParameter(vs, desktopGL['SHADER_SOURCE_LENGTH']) === null, "invalid call to getShaderParameter should return null");
    108    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "SHADER_SOURCE_LENGTH is not a valid argument to getShaderParameter in WebGL");
    109 
    110    var vs2 = gl.createShader(gl.VERTEX_SHADER);
    111    gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
    112    gl.compileShader(vs2);
    113 
    114    assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
    115              "good vertex shader #2 should compile");
    116 
    117    var vsBad = gl.createShader(gl.VERTEX_SHADER);
    118    gl.shaderSource(vsBad, "WILL NOT COMPILE;");
    119    gl.compileShader(vsBad);
    120 
    121    // GLSL 1.0.17 section 10.27. compile shader does not have to return failure.
    122    //assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
    123    //          "bad vertex shader should fail to compile");
    124 
    125    var fs = gl.createShader(gl.FRAGMENT_SHADER);
    126    gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
    127    gl.compileShader(fs);
    128 
    129    assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
    130              "good fragment shader should compile");
    131 
    132    var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
    133    gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
    134    gl.compileShader(fs2);
    135 
    136    assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
    137              "good fragment shader #2 should compile");
    138 
    139    var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
    140    gl.shaderSource(fsBad, "WILL NOT COMPILE;");
    141    gl.compileShader(fsBad);
    142 
    143    // GLSL 1.0.17 section 10.27. compile shader does not have to return failure.
    144    //assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
    145    //          "bad fragment shader should fail to compile");
    146 
    147    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point");
    148 
    149 /////// Check attachShader() /////////////////////////////
    150 
    151    function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
    152        var prog = gl.createProgram();
    153        for (var i = 0; i < already_attached_shaders.length; ++i)
    154            gl.attachShader(prog, already_attached_shaders[i]);
    155        if(gl.getError() != gl.NO_ERROR)
    156            assertMsg(false, "unexpected error in attachShader()");
    157        gl.attachShader(prog, shader);
    158        wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
    159    }
    160 
    161    checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed");
    162    checkAttachShader([vs], vs, gl.INVALID_OPERATION,
    163                      "attaching an already attached vertex shader should generate INVALID_OPERATION");
    164    checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed");
    165    checkAttachShader([fs], fs, gl.INVALID_OPERATION,
    166                      "attaching an already attached fragment shader should generate INVALID_OPERATION");
    167    checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
    168                      "attaching shaders of the same type to a program should generate INVALID_OPERATION");
    169    checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
    170                      "attaching shaders of the same type to a program should generate INVALID_OPERATION");
    171 
    172 /////// Check detachShader() /////////////////////////////
    173 
    174    function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
    175        var prog = gl.createProgram();
    176        for (var i = 0; i < already_attached_shaders.length; ++i)
    177            gl.attachShader(prog, already_attached_shaders[i]);
    178        if(gl.getError() != gl.NO_ERROR)
    179            assertMsg(false, "unexpected error in attachShader()");
    180        gl.detachShader(prog, shader);
    181        wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
    182    }
    183 
    184    checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed");
    185    checkDetachShader([fs], vs, gl.INVALID_OPERATION,
    186                      "detaching a not already attached vertex shader should generate INVALID_OPERATION");
    187    checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed");
    188    checkDetachShader([vs], fs, gl.INVALID_OPERATION,
    189                      "detaching a not already attached fragment shader should generate INVALID_OPERATION");
    190 
    191 /////// Check getAttachedShaders() /////////////////////////////
    192 
    193    function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
    194        prog = gl.createProgram();
    195        for (var i = 0; i < shaders_to_attach.length; ++i)
    196            gl.attachShader(prog, shaders_to_attach[i]);
    197        if(gl.getError() != gl.NO_ERROR)
    198            assertMsg(false, "unexpected error in attachShader()");
    199        for (var i = 0; i < shaders_to_detach.length; ++i)
    200            gl.detachShader(prog, shaders_to_detach[i]);
    201        if(gl.getError() != gl.NO_ERROR)
    202            assertMsg(false, "unexpected error in detachShader()");
    203        assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
    204        shouldBe('gl.getProgramParameter(prog, gl.ATTACHED_SHADERS)', `${expected_shaders.length}`);
    205    }
    206    checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default");
    207    checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list");
    208    checkGetAttachedShaders([fs, vs], [], [fs, vs],
    209        "attaching some shaders should give the expected list");
    210    checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it should leave an empty list");
    211    checkGetAttachedShaders([fs, vs], [fs, vs], [],
    212        "attaching some shaders and detaching them in same order should leave an empty list");
    213    checkGetAttachedShaders([fs, vs], [vs, fs], [],
    214        "attaching some shaders and detaching them in random order should leave an empty list");
    215    checkGetAttachedShaders([fs, vs], [vs], [fs],
    216        "attaching and detaching some shaders should leave the difference list");
    217    checkGetAttachedShaders([fs, vs], [fs], [vs],
    218        "attaching and detaching some shaders should leave the difference list");
    219    checkGetAttachedShaders([fsBad], [], [fsBad],
    220        "attaching a shader that failed to compile should still show it in the list");
    221    checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
    222        "attaching shaders, including one that failed to compile, should still show the it in the list");
    223 
    224 /////// Check linkProgram() and useProgram /////////////////////////////
    225 
    226    function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, testInvalidEnums, errmsg) {
    227        var prog = gl.createProgram();
    228        for (var i = 0; i < shaders.length; ++i) {
    229            gl.attachShader(prog, shaders[i]);
    230            if (deleteShaderAfterAttach)
    231                gl.deleteShader(shaders[i]);
    232        }
    233        gl.bindAttribLocation(prog, 0, "aVertex");
    234        gl.bindAttribLocation(prog, 1, "aColor");
    235        gl.linkProgram(prog);
    236        if (gl.getError() != gl.NO_ERROR)
    237            assertMsg(false, "unexpected error in linkProgram()");
    238        assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
    239        var infolog = gl.getProgramInfoLog(prog);
    240        if (gl.getError() != gl.NO_ERROR)
    241            assertMsg(false, "unexpected error in getProgramInfoLog()");
    242        if (typeof(infolog) != "string")
    243            assertMsg(false, "getProgramInfoLog() did not return a string");
    244        if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
    245            debug(infolog);
    246        if (gl.getError() != gl.NO_ERROR)
    247            assertMsg(false, "unexpected error in getProgramParameter()");
    248 
    249        if (testInvalidEnums) {
    250            // Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
    251            assertMsg(gl.getProgramParameter(prog, desktopGL['INFO_LOG_LENGTH']) === null, "invalid call to getProgramParameter should return null");
    252            wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "INFO_LOG_LENGTH is not a valid argument to getProgramParameter in WebGL");
    253            assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_ATTRIBUTE_MAX_LENGTH']) === null, "invalid call to getProgramParameter should return null");
    254            wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_ATTRIBUTE_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
    255            assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_UNIFORM_MAX_LENGTH']) === null, "invalid call to getProgramParameter should return null");
    256            wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "ACTIVE_UNIFORM_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
    257        }
    258 
    259        gl.useProgram(prog);
    260        if (expected_status == true)
    261            wtu.glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed");
    262        if (expected_status == false)
    263            wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
    264        return prog;
    265    }
    266 
    267    var progGood1 = checkLinkAndUse([vs, fs], false, true, true, "valid program should link");
    268    var progGood2 = checkLinkAndUse([vs, fs2], false, true, false, "valid program #2 should link");
    269    var progBad1 = checkLinkAndUse([vs], false, false, false, "program with no fragment shader should fail to link");
    270    var progBad2 = checkLinkAndUse([fs], false, false, false, "program with no vertex shader should fail to link");
    271    var progBad3 = checkLinkAndUse([vsBad, fs], false, false, false, "program with bad vertex shader should fail to link");
    272    var progBad4 = checkLinkAndUse([vs, fsBad], false, false, false, "program with bad fragment shader should fail to link");
    273    var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, false, "program with bad shaders should fail to link");
    274 
    275    gl.useProgram(progGood1);
    276    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error");
    277 
    278    var vbuf = gl.createBuffer();
    279    gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
    280    gl.bufferData(gl.ARRAY_BUFFER,
    281                  new Float32Array([
    282                      0.0, 0.0, 0.0, 1.0,
    283                      1.0, 0.0, 0.0, 1.0,
    284                      1.0, 1.0, 0.0, 1.0,
    285                      0.0, 1.0, 0.0, 1.0]),
    286                  gl.STATIC_DRAW);
    287    gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0);
    288    gl.enableVertexAttribArray(0);
    289    gl.vertexAttrib3f(1, 1.0, 0.0, 0.0);
    290 
    291    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2");
    292 
    293    gl.useProgram(null);
    294    gl.drawArrays(gl.TRIANGLES, 0, 3);
    295    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawing with a null program should generate INVALID_OPERATION");
    296 
    297    gl.useProgram(progGood1);
    298    gl.drawArrays(gl.TRIANGLES, 0, 3);
    299    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
    300 
    301    gl.useProgram(progBad1);
    302    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION");
    303    gl.drawArrays(gl.TRIANGLES, 0, 3);
    304    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state");
    305 
    306    gl.useProgram(progGood2);
    307    gl.drawArrays(gl.TRIANGLES, 0, 3);
    308    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error");
    309    gl.detachShader(progGood2, fs2);
    310    gl.attachShader(progGood2, fsBad);
    311    gl.linkProgram(progGood2);
    312    assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
    313              "linking should fail with in-use formerly good program, with new bad shader attached");
    314 
    315    // In WebGL, an unsuccessful link immediately invalidates the previous valid program.
    316    gl.drawArrays(gl.TRIANGLES, 0, 3);
    317    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawing with a newly-invalidated program should generate INVALID_OPERATION");
    318 
    319    gl.useProgram(progGood1);
    320    gl.drawArrays(gl.TRIANGLES, 0, 4);
    321    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
    322 
    323    var progGood1 = checkLinkAndUse([vs, fs], true, true, false, "delete shaders after attaching them and before linking program should not affect linkProgram");
    324    gl.useProgram(progGood1);
    325    gl.drawArrays(gl.TRIANGLES, 0, 4);
    326    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error");
    327 
    328 /////// Check deleteProgram() and deleteShader() /////////////////////////////
    329 
    330    gl.useProgram(progGood1);
    331    gl.deleteProgram(progGood1);
    332    gl.drawArrays(gl.TRIANGLES, 0, 4);
    333    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state");
    334 
    335    gl.linkProgram(progGood1);
    336    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted");
    337 
    338    var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
    339    gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
    340    gl.compileShader(fs3);
    341 
    342    assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
    343              "good fragment shader should compile");
    344 
    345    gl.deleteShader(fs3);
    346    gl.compileShader(fs3);
    347    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately");
    348 
    349    fs3 = gl.createShader(gl.FRAGMENT_SHADER);
    350    gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
    351    gl.compileShader(fs3);
    352 
    353    assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
    354              "good fragment shader should compile");
    355 
    356    gl.detachShader(progGood1, fs);
    357    gl.attachShader(progGood1, fs3);
    358 
    359    gl.deleteShader(fs3);
    360    gl.compileShader(fs3);
    361    assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
    362              "an attached shader shouldn't be deleted");
    363 
    364    gl.useProgram(null);
    365    gl.linkProgram(progGood1);
    366    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program");
    367 
    368    gl.compileShader(fs3);
    369    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed");
    370 
    371 //////// Check linkProgram() with relinked program //////////
    372    var vs = wtu.loadShaderFromScript(gl, "vshader");
    373    var fs = wtu.loadShaderFromScript(gl, "fshader-red");
    374    var prg = wtu.createProgram(gl, vs, fs);
    375    gl.useProgram(prg);
    376    var posLoc = gl.getAttribLocation(prg, "a_position");
    377    wtu.setupUnitQuad(gl, posLoc);
    378    wtu.clearAndDrawUnitQuad(gl);
    379    wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
    380    gl.shaderSource(fs, wtu.getScript("fshader-green"));
    381    gl.compileShader(fs);
    382    gl.linkProgram(prg);
    383    // Program should be new program at this point without calling useProgram
    384    wtu.clearAndDrawUnitQuad(gl);
    385    wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
    386    var prg = wtu.setupProgram(gl, ["vshader", "fshader-settable"], ["a_position"]);
    387    var colorLoc = gl.getUniformLocation(prg, "u_color");
    388    gl.uniform4f(colorLoc, 1, 0, 0, 1);
    389    wtu.clearAndDrawUnitQuad(gl);
    390    wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
    391    gl.linkProgram(prg);
    392    // Program's uniforms should be cleared at this point without calling useProgram
    393    wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]);
    394    wtu.checkCanvas(gl, [0, 0, 0, 0], "should be tranparent black");
    395    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
    396 }
    397 
    398 debug("");
    399 go();
    400 
    401 var successfullyParsed = true;
    402 </script>
    403 <script src="../../js/js-test-post.js"></script>
    404 
    405 </body>
    406 </html>