Backed out changeset b462e7b742d8 (bug 1908261) for causing multiple reftest failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance / attribs / gl-bindAttribLocation-nonexistent-attribute.html
blobd6968b5ea4b17ff92cbe715dc2f18cf29ba03ebf
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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
11 <script src="../../js/js-test-pre.js"></script>
12 <script src="../../js/webgl-test-utils.js"></script>
13 <title>bindAttribLocation with nonexistent attribute name</title>
14 </head>
15 <body>
16 <div id="description"></div>
17 <div id="console"></div>
18 <canvas id="canvas" width="8" height="8"></canvas>
19 <script id="vertexShader" type="text/something-not-javascript">
20 precision highp float;
21 attribute vec4 attr;
22 void main() {
23 gl_Position = vec4(attr);
25 </script>
26 <script>
27 "use strict";
28 description("This test verifies that calling bindAttribLocation with a non-existent attribute location is fine.");
30 // OpenGL ES 2.0.25 section 2.10 page 34.
32 var wtu = WebGLTestUtils;
33 var canvas = document.getElementById("canvas");
34 var gl = wtu.create3DContext(canvas);
35 var fragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
36 var vertexShader = wtu.loadShaderFromScript(gl, 'vertexShader', gl.VERTEX_SHADER);
37 assertMsg(vertexShader != null, "Vertex shader compiled successfully.");
39 var checkAttribLocation = function(program, expectedLocation) {
40 var location = gl.getAttribLocation(program, 'attr');
41 if (location != expectedLocation) {
42 testFailed('Unexpected location for attr: ' + location);
43 } else {
44 testPassed('Location of attr is: ' + location);
48 var testProgramNonExistentAttributeBound = function() {
49 var program = gl.createProgram();
50 gl.bindAttribLocation(program, 0, 'attr');
51 gl.bindAttribLocation(program, 1, 'bogus_attr');
52 gl.attachShader(program, vertexShader);
53 gl.attachShader(program, fragmentShader);
54 gl.linkProgram(program);
55 var linkStatus = gl.getProgramParameter(program, gl.LINK_STATUS);
56 expectTrue(linkStatus, "Link should succeed even if a non-existent attribute is bound.");
57 if (linkStatus) {
58 checkAttribLocation(program, 0);
61 var testProgramNonExistentAttributeOverlap = function() {
62 var program = gl.createProgram();
63 gl.bindAttribLocation(program, 1, 'attr');
64 gl.bindAttribLocation(program, 1, 'bogus_attr');
65 gl.attachShader(program, vertexShader);
66 gl.attachShader(program, fragmentShader);
67 gl.linkProgram(program);
68 var linkStatus = gl.getProgramParameter(program, gl.LINK_STATUS);
69 expectTrue(linkStatus, "Link should succeed even if a non-existent attribute is bound to the same location as an attribute that's present in the shader text.");
70 if (linkStatus) {
71 checkAttribLocation(program, 1);
75 testProgramNonExistentAttributeBound();
76 testProgramNonExistentAttributeOverlap();
78 var successfullyParsed = true;
79 </script>
80 <script src="../../js/js-test-post.js"></script>
81 </body>
82 </html>