71 lines
3.6 KiB
HTML
71 lines
3.6 KiB
HTML
<html>
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<head>
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<script src="../../../resources/js-test.js"></script>
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<script src="resources/webgl-test.js"></script>
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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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<script>
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description("Tests the WebGLUniformLocation API");
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if (window.internals)
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window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
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var contextA = create3DContext();
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var contextB = create3DContext();
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var programA1 = loadStandardProgram(contextA);
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var programA2 = loadStandardProgram(contextA);
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var programB = loadStandardProgram(contextB);
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var programS = loadProgram(contextA, "resources/structUniformShader.vert", "resources/fragmentShader.frag");
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var programV = loadProgram(contextA, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag");
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var locationA = contextA.getUniformLocation(programA1, 'u_modelViewProjMatrix');
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var locationB = contextB.getUniformLocation(programB, 'u_modelViewProjMatrix');
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var locationSx = contextA.getUniformLocation(programS, "u_struct.x");
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var locationArray0 = contextA.getUniformLocation(programS, "u_array[0]");
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var locationArray1 = contextA.getUniformLocation(programS, "u_array[1]");
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var locationVec4 = contextA.getUniformLocation(programV, "fval4");
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var vec = [1, 2, 3, 4];
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var mat = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16];
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programA2)");
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shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniformMatrix4fv(locationA, false, mat)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programA1)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniformMatrix4fv(locationA, false, mat)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniformMatrix4fv(null, false, mat)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programS)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1i(locationSx, 3)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1f(locationArray0, 4.0)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1f(locationArray1, 5.0)");
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shouldBe("contextA.getUniform(programS, locationSx)", "3");
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shouldBe("contextA.getUniform(programS, locationArray0)", "4.0");
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shouldBe("contextA.getUniform(programS, locationArray1)", "5.0");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programV)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform4fv(locationVec4, vec)");
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shouldBe("contextA.getUniform(programV, locationVec4)", "vec");
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shouldBeNull("contextA.getUniformLocation(programV, \"IDontExist\")");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.linkProgram(programA1)");
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// After linking all boxes are bad.
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shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniformMatrix4fv(locationA, false, mat)");
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// after re-linking the same program, all uniform locations become invalid.
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.useProgram(programS)");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.linkProgram(programS)");
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shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.uniform1i(locationSx, 3)");
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shouldGenerateGLError(contextA, contextA.INVALID_OPERATION, "contextA.getUniform(programS, locationSx)");
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// Retrieve the locations again, and they should be good.
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locationSx = contextA.getUniformLocation(programS, "u_struct.x");
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locationArray0 = contextA.getUniformLocation(programS, "u_array[0]");
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shouldGenerateGLError(contextA, contextA.NO_ERROR, "contextA.uniform1i(locationSx, 3)");
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shouldBe("contextA.getUniform(programS, locationSx)", "3");
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</script>
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</body>
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</html>
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