Move parseFontFaceDescriptor to CSSPropertyParser.cpp
[chromium-blink-merge.git] / third_party / WebKit / LayoutTests / fast / canvas / webgl / gl-object-get-calls.html
blob81bb137b7ec77448b1fcf3031789e2a740b33cf5
1 <!DOCTYPE html>
2 <html>
3 <head>
4 <meta charset="utf-8">
5 <script src="../../../resources/js-test.js"></script>
6 <script src="resources/webgl-test.js"></script>
7 </head>
8 <body>
9 <div id="description"></div>
10 <div id="console"></div>
12 <script>
13 description("Test of get calls against GL objects like getBufferParameter, etc.");
15 if (window.internals)
16 window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
18 function sizeInBytes(type) {
19 switch (type) {
20 case gl.BYTE:
21 case gl.UNSIGNED_BYTE:
22 return 1;
23 case gl.SHORT:
24 case gl.UNSIGNED_SHORT:
25 return 2;
26 case gl.INT:
27 case gl.UNSIGNED_INT:
28 case gl.FLOAT:
29 return 4;
30 default:
31 throw "unknown type";
35 var gl = create3DContext();
37 var standardVert = loadStandardVertexShader(gl);
38 var standardFrag = loadStandardFragmentShader(gl);
39 var standardProgram = gl.createProgram();
40 gl.attachShader(standardProgram, standardVert);
41 gl.attachShader(standardProgram, standardFrag);
42 gl.linkProgram(standardProgram);
43 var shaders = gl.getAttachedShaders(standardProgram);
44 shouldBe('shaders.length', '2');
45 shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag');
46 glErrorShouldBe(gl, gl.NO_ERROR);
47 shouldBeNull('gl.getAttachedShaders(null)');
48 glErrorShouldBe(gl, gl.INVALID_VALUE);
49 shouldThrow('gl.getAttachedShaders(standardVert)');
50 glErrorShouldBe(gl, gl.NO_ERROR);
52 // Test getBufferParameter
53 var buffer = gl.createBuffer();
54 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
55 gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW);
56 shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16');
57 shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW');
59 // Test getFramebufferAttachmentParameter
60 var texture = gl.createTexture();
61 gl.bindTexture(gl.TEXTURE_2D, texture);
62 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE,
63 new Uint8Array([
64 0, 0, 0, 255,
65 255, 255, 255, 255,
66 255, 255, 255, 255,
67 0, 0, 0, 255]));
68 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
69 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
70 gl.bindTexture(gl.TEXTURE_2D, null);
71 var framebuffer = gl.createFramebuffer();
72 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
73 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
74 var renderbuffer = gl.createRenderbuffer();
75 glErrorShouldBe(gl, gl.NO_ERROR);
76 gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
77 glErrorShouldBe(gl, gl.NO_ERROR);
78 gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2);
79 glErrorShouldBe(gl, gl.NO_ERROR);
80 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
81 // FIXME: on some machines (in particular the WebKit commit bots) the
82 // framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation
83 // is needed why this is the case, because the FBO allocated
84 // internally by the WebKit implementation has almost identical
85 // parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843.
86 shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
87 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE');
88 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture');
89 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0');
90 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0');
92 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER');
93 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer');
95 // Test getProgramParameter
96 shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false');
97 shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true');
98 shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"');
99 shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2');
100 shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2');
101 shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1');
103 // Test getRenderbufferParameter
104 shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2');
105 shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2');
106 // Note: we can't test the actual value of the internal format since
107 // the implementation is allowed to change it.
108 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)');
109 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)');
110 var colorbuffer = gl.createRenderbuffer();
111 glErrorShouldBe(gl, gl.NO_ERROR);
112 gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
113 glErrorShouldBe(gl, gl.NO_ERROR);
114 gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2);
115 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)');
116 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)');
117 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)');
118 shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)');
120 // Test getShaderParameter
121 shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER');
122 shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false');
123 shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true');
125 // Test getTexParameter
126 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
127 gl.bindTexture(gl.TEXTURE_2D, texture);
128 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
129 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
130 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
131 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
132 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST');
133 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST');
134 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE');
135 shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE');
137 // Test getUniform with all variants of data types
138 // Boolean uniform variables
139 var boolProgram = loadProgram(gl, "resources/boolUniformShader.vert", "resources/noopUniformShader.frag");
140 shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true');
141 var bvalLoc = gl.getUniformLocation(boolProgram, "bval");
142 var bval2Loc = gl.getUniformLocation(boolProgram, "bval2");
143 var bval3Loc = gl.getUniformLocation(boolProgram, "bval3");
144 var bval4Loc = gl.getUniformLocation(boolProgram, "bval4");
145 gl.useProgram(boolProgram);
146 gl.uniform1i(bvalLoc, 1);
147 gl.uniform2i(bval2Loc, 1, 0);
148 gl.uniform3i(bval3Loc, 1, 0, 1);
149 gl.uniform4i(bval4Loc, 1, 0, 1, 0);
150 glErrorShouldBe(gl, gl.NO_ERROR);
151 shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true');
152 shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]');
153 shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]');
154 shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]');
155 // Integer uniform variables
156 var intProgram = loadProgram(gl, "resources/intUniformShader.vert", "resources/noopUniformShader.frag");
157 shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true');
158 var ivalLoc = gl.getUniformLocation(intProgram, "ival");
159 var ival2Loc = gl.getUniformLocation(intProgram, "ival2");
160 var ival3Loc = gl.getUniformLocation(intProgram, "ival3");
161 var ival4Loc = gl.getUniformLocation(intProgram, "ival4");
162 gl.useProgram(intProgram);
163 gl.uniform1i(ivalLoc, 1);
164 gl.uniform2i(ival2Loc, 2, 3);
165 gl.uniform3i(ival3Loc, 4, 5, 6);
166 gl.uniform4i(ival4Loc, 7, 8, 9, 10);
167 glErrorShouldBe(gl, gl.NO_ERROR);
168 shouldBe('gl.getUniform(intProgram, ivalLoc)', '1');
169 shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]');
170 shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]');
171 shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]');
172 // Float uniform variables
173 var floatProgram = loadProgram(gl, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag");
174 shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true');
175 var fvalLoc = gl.getUniformLocation(floatProgram, "fval");
176 var fval2Loc = gl.getUniformLocation(floatProgram, "fval2");
177 var fval3Loc = gl.getUniformLocation(floatProgram, "fval3");
178 var fval4Loc = gl.getUniformLocation(floatProgram, "fval4");
179 gl.useProgram(floatProgram);
180 gl.uniform1f(fvalLoc, 11);
181 gl.uniform2f(fval2Loc, 12, 13);
182 gl.uniform3f(fval3Loc, 14, 15, 16);
183 gl.uniform4f(fval4Loc, 17, 18, 19, 20);
184 glErrorShouldBe(gl, gl.NO_ERROR);
185 shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11');
186 shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]');
187 shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]');
188 shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]');
189 // Sampler uniform variables
190 var samplerProgram = loadProgram(gl, "resources/noopUniformShader.vert", "resources/samplerUniformShader.frag");
191 shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true');
192 var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D");
193 var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube");
194 gl.useProgram(samplerProgram);
195 gl.uniform1i(s2DValLoc, 0);
196 gl.uniform1i(sCubeValLoc, 1);
197 glErrorShouldBe(gl, gl.NO_ERROR);
198 shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0');
199 shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1');
200 // Matrix uniform variables
201 var matProgram = loadProgram(gl, "resources/matUniformShader.vert", "resources/noopUniformShader.frag");
202 shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true');
203 var mval2Loc = gl.getUniformLocation(matProgram, "mval2");
204 var mval3Loc = gl.getUniformLocation(matProgram, "mval3");
205 var mval4Loc = gl.getUniformLocation(matProgram, "mval4");
206 gl.useProgram(matProgram);
207 gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]);
208 gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]);
209 gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]);
210 glErrorShouldBe(gl, gl.NO_ERROR);
211 shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]');
212 shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]');
213 shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]');
215 // Test getVertexAttrib
216 var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]);
217 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
218 gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW);
219 // Vertex attribute 0 is special in that it has no current state, so
220 // fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute
221 // 1 for these tests instead.
222 gl.enableVertexAttribArray(1);
223 gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
224 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer');
225 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true');
226 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4');
227 // Stride MUST be the value the user put in.
228 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0');
229 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT');
230 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false');
231 gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12);
232 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36');
233 shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12');
234 gl.disableVertexAttribArray(1);
235 shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false');
236 gl.vertexAttrib4f(1, 5, 6, 7, 8);
237 shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]');
238 glErrorShouldBe(gl, gl.NO_ERROR);
240 // Test cases where name == 0
241 gl.deleteTexture(texture);
242 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE');
243 gl.deleteRenderbuffer(renderbuffer);
244 shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE');
245 gl.deleteBuffer(buffer);
246 shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)');
247 glErrorShouldBe(gl, gl.NO_ERROR);
248 </script>
250 </body>
251 </html>