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119 lines
5.4 KiB
HTML
119 lines
5.4 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>WebGL bindAttribLocation with Matrix Attributes Conformance Test</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>
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"use strict";
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description("This test verifies that vectors placed via bindAttribLocation right after matricies will fail if there is insufficient room for the matrix.");
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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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// Make sure we have room for at least a mat4.
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var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
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debug('MAX_VERTEX_ATTRIBUTES is ' + maxAttributes);
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shouldBeGreaterThanOrEqual('maxAttributes', '4');
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var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
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// Given a matrix dimension, load a vertex shader with a matrix of that dimension
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// and a vector. Ensure that both the vector and matrix are active attributes.
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// Return the compiled vertex shader.
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function loadVertexShader(numMatrixDimensions) {
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var strVertexShader =
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'attribute mat' + numMatrixDimensions + ' matrix;\n' +
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'attribute vec' + numMatrixDimensions + ' vector;\n' +
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'void main(void) { gl_Position = vec4(vector*matrix';
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// Ensure the vec4 has the correct number of dimensions in order to be assignable
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// to gl_Position.
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for (var ii = numMatrixDimensions; ii < 4; ++ii) {
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strVertexShader += ",0.0";
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}
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strVertexShader += ");}\n";
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return wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
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}
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// Given a vertex shader, matrix location and vector location, create and link
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// a program with glFragmentShader and a vertex shader returned by loadVertexShader
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// attached. Bind the matrix to matrixLocation and the vector to vectorLocation.
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// Return whether the link was successful.
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function createAndLinkProgram(glVertexShader, matrixLocation, vectorLocation) {
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var glProgram = gl.createProgram();
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gl.bindAttribLocation(glProgram, matrixLocation, 'matrix');
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gl.bindAttribLocation(glProgram, vectorLocation, 'vector');
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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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return gl.getProgramParameter(glProgram, gl.LINK_STATUS);
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}
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// For each matrix dimension (mat2, mat3 and mat4)
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for (var mm = 2; mm <= 4; ++mm) {
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debug('Testing ' + mm + ' dimensional matrices');
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var glVertexShader = loadVertexShader(mm);
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// Per the WebGL spec: "LinkProgram will fail if the attribute bindings assigned
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// by bindAttribLocation do not leave enough space to assign a location for an
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// active matrix attribute which requires multiple contiguous generic attributes."
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// We will test this by placing the vector after the matrix attribute such that there
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// is not enough room for the matrix. Vertify the link operation fails.
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// Run the test for each available attribute slot. Go to maxAttributes-mm to leave enough room
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// for the matrix itself. Leave another slot open for the vector following the matrix.
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for (var pp = 0; pp <= maxAttributes - mm - 1; ++pp) {
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// For each matrix dimension, bind the vector right after the matrix such that we leave
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// insufficient room for the matrix. Verify doing this will fail the link operation.
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for (var ll = 0; ll < mm; ++ll) {
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var vectorLocation = pp + ll;
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assertMsg(!createAndLinkProgram(glVertexShader, /*matrixLocation*/pp, vectorLocation),
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"Matrix with location " + pp + " and vector with location " + vectorLocation + " should not link.");
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}
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// Ensure that once we have left enough room for the matrix, the program links successfully.
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var vectorLocation = pp + ll;
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assertMsg(createAndLinkProgram(glVertexShader, /*matrixLocation*/pp, vectorLocation),
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"Matrix with location " + pp + " and vector with location " + vectorLocation + " should link.");
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debug('');
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}
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debug('');
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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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