73 lines
5.2 KiB
Plaintext
73 lines
5.2 KiB
Plaintext
Tests that program compiling/linking/using works correctly.
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On success, you will see a series of "PASS" messages, followed by "TEST COMPLETE".
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Canvas.getContext
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PASS context exists
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PASS good vertex shader should compile
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PASS good vertex shader #2 should compile
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PASS bad vertex shader should fail to compile
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PASS good fragment shader should compile
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PASS good fragment shader #2 should compile
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PASS bad fragment shader should fail to compile
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PASS getError was expected value: NO_ERROR : should be no errors at this point
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PASS getError was expected value: NO_ERROR : attaching a vertex shader should succeed
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PASS getError was expected value: INVALID_OPERATION : attaching an already attached vertex shader should generate INVALID_OPERATION
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PASS getError was expected value: NO_ERROR : attaching a fragment shader should succeed
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PASS getError was expected value: INVALID_OPERATION : attaching an already attached fragment shader should generate INVALID_OPERATION
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PASS getError was expected value: INVALID_OPERATION : attaching shaders of the same type to a program should generate INVALID_OPERATION
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PASS getError was expected value: INVALID_OPERATION : attaching shaders of the same type to a program should generate INVALID_OPERATION
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PASS getError was expected value: NO_ERROR : detaching a vertex shader should succeed
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PASS getError was expected value: INVALID_OPERATION : detaching a not already attached vertex shader should generate INVALID_OPERATION
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PASS getError was expected value: NO_ERROR : detaching a fragment shader should succeed
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PASS getError was expected value: INVALID_OPERATION : detaching a not already attached fragment shader should generate INVALID_OPERATION
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PASS getAttachedShaders should return an empty list by default
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PASS attaching a single shader should give the expected list
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PASS attaching some shaders should give the expected list
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PASS attaching a shader and detaching it shoud leave an empty list
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PASS attaching some shaders and detaching them in same order shoud leave an empty list
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PASS attaching some shaders and detaching them in random order shoud leave an empty list
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PASS attaching and detaching some shaders should leave the difference list
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PASS attaching and detaching some shaders should leave the difference list
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PASS attaching a shader that failed to compile should still show it in the list
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PASS attaching shaders, including one that failed to compile, should still show the it in the list
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PASS valid program should link
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PASS getError was expected value: NO_ERROR : using a valid program should succeed
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PASS valid program #2 should link
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PASS getError was expected value: NO_ERROR : using a valid program should succeed
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PASS program with no fragment shader should fail to link
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PASS getError was expected value: INVALID_OPERATION : using an invalid program should generate INVALID_OPERATION
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PASS program with no vertex shader should fail to link
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PASS getError was expected value: INVALID_OPERATION : using an invalid program should generate INVALID_OPERATION
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PASS program with bad vertex shader should fail to link
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PASS getError was expected value: INVALID_OPERATION : using an invalid program should generate INVALID_OPERATION
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PASS program with bad fragment shader should fail to link
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PASS getError was expected value: INVALID_OPERATION : using an invalid program should generate INVALID_OPERATION
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PASS program with bad shaders should fail to link
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PASS getError was expected value: INVALID_OPERATION : using an invalid program should generate INVALID_OPERATION
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PASS getError was expected value: NO_ERROR : using a valid program shouldn't generate a GL error
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PASS getError was expected value: NO_ERROR : should be no errors at this point #2
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PASS getError was expected value: NO_ERROR : drawing with a valid program shouldn't generate a GL error
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PASS getError was expected value: INVALID_OPERATION : using an invalid program should generate INVALID_OPERATION
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PASS getError was expected value: NO_ERROR : Try to use an invalid program should not change the current rendering state
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PASS getError was expected value: NO_ERROR : drawing with a valid program shouldn't generate a GL error
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PASS linking should fail with in-use formerly good program, with new bad shader attached
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PASS getError was expected value: NO_ERROR : drawing with a valid when last used program shouldn't generate a GL error
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PASS delete shaders after attaching them and before linking program should not affect linkProgram
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PASS getError was expected value: NO_ERROR : using a valid program should succeed
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PASS getError was expected value: NO_ERROR : drawing with a valid when last used program shouldn't generate a GL error
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PASS getError was expected value: NO_ERROR : delete the current program shouldn't change the current rendering state
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PASS getError was expected value: NO_ERROR : The current program shouldn't be deleted
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PASS good fragment shader should compile
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PASS getError was expected value: INVALID_VALUE : an unattached shader should be deleted immediately
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PASS good fragment shader should compile
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PASS an attached shader shouldn't be deleted
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PASS getError was expected value: INVALID_VALUE : a delete-marked program should be deleted once it's no longer the current program
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PASS getError was expected value: INVALID_VALUE : a delete-marked shader should be deleted once all its attachments are removed
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PASS successfullyParsed is true
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TEST COMPLETE
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