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.
10 <title>WebGL Program Compiling/Linking Conformance Test
</title>
11 <link rel=
"stylesheet" href=
"../../resources/js-test-style.css"/>
12 <script src=
"../../js/js-test-pre.js"></script>
13 <script src=
"../../js/desktop-gl-constants.js"></script>
14 <script src=
"../../js/webgl-test-utils.js"></script>
17 <script id=
"vshader" type=
"x-shader/x-vertex">
18 attribute vec4 a_position;
21 gl_Position = a_position;
24 <script id=
"fshader-red" type=
"x-shader/x-fragment">
27 gl_FragColor = vec4(
1,
0,
0,
1);
30 <script id=
"fshader-green" type=
"x-shader/x-fragment">
33 gl_FragColor = vec4(
0,
1,
0,
1);
36 <script id=
"fshader-settable" type=
"x-shader/x-fragment">
37 precision mediump float;
41 gl_FragColor = u_color;
44 <div id=
"description"></div>
45 <div id=
"console"></div>
46 <canvas id=
"canvas" width=
"2" height=
"2"> </canvas>
47 <script type=
"application/javascript">
48 var wtu = WebGLTestUtils;
51 description(
"Tests that program compiling/linking/using works correctly.");
54 debug(
"Canvas.getContext");
56 gl = wtu.create3DContext(
"canvas");
58 testFailed(
"context does not exist");
62 testPassed(
"context exists");
64 gl.clearColor(
0.0,
0.0,
0.0,
0.0);
65 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
67 function doArraysHaveSameContents(a, b) {
69 function hasUnusedValue(a, value) {
70 for (var ii =
0; ii < a.length; ++ii) {
71 if (a[ii] === value && !flags[ii]) {
80 if (a.length !== b.length) {
83 for (var ii =
0; ii < a.length; ii++) {
84 if (!hasUnusedValue(b, a[ii])) {
94 /////// Check compileShader() /////////////////////////////
96 var vs = gl.createShader(gl.VERTEX_SHADER);
97 gl.shaderSource(vs,
"attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }");
100 assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true,
101 "good vertex shader should compile");
103 // Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
104 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors at this point");
105 assertMsg(gl.getShaderParameter(vs, desktopGL['INFO_LOG_LENGTH']) === null,
"invalid call to getShaderParameter should return null");
106 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"INFO_LOG_LENGTH is not a valid argument to getShaderParameter in WebGL");
107 assertMsg(gl.getShaderParameter(vs, desktopGL['SHADER_SOURCE_LENGTH']) === null,
"invalid call to getShaderParameter should return null");
108 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"SHADER_SOURCE_LENGTH is not a valid argument to getShaderParameter in WebGL");
110 var vs2 = gl.createShader(gl.VERTEX_SHADER);
111 gl.shaderSource(vs2,
"attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }");
112 gl.compileShader(vs2);
114 assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true,
115 "good vertex shader #2 should compile");
117 var vsBad = gl.createShader(gl.VERTEX_SHADER);
118 gl.shaderSource(vsBad,
"WILL NOT COMPILE;");
119 gl.compileShader(vsBad);
121 // GLSL
1.0.17 section
10.27. compile shader does not have to return failure.
122 //assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false,
123 //
"bad vertex shader should fail to compile");
125 var fs = gl.createShader(gl.FRAGMENT_SHADER);
126 gl.shaderSource(fs,
"precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
127 gl.compileShader(fs);
129 assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true,
130 "good fragment shader should compile");
132 var fs2 = gl.createShader(gl.FRAGMENT_SHADER);
133 gl.shaderSource(fs2,
"precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }");
134 gl.compileShader(fs2);
136 assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true,
137 "good fragment shader #2 should compile");
139 var fsBad = gl.createShader(gl.FRAGMENT_SHADER);
140 gl.shaderSource(fsBad,
"WILL NOT COMPILE;");
141 gl.compileShader(fsBad);
143 // GLSL
1.0.17 section
10.27. compile shader does not have to return failure.
144 //assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false,
145 //
"bad fragment shader should fail to compile");
147 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors at this point");
149 /////// Check attachShader() /////////////////////////////
151 function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
152 var prog = gl.createProgram();
153 for (var i =
0; i < already_attached_shaders.length; ++i)
154 gl.attachShader(prog, already_attached_shaders[i]);
155 if(gl.getError() != gl.NO_ERROR)
156 assertMsg(false,
"unexpected error in attachShader()");
157 gl.attachShader(prog, shader);
158 wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
161 checkAttachShader([], vs, gl.NO_ERROR,
"attaching a vertex shader should succeed");
162 checkAttachShader([vs], vs, gl.INVALID_OPERATION,
163 "attaching an already attached vertex shader should generate INVALID_OPERATION");
164 checkAttachShader([], fs, gl.NO_ERROR,
"attaching a fragment shader should succeed");
165 checkAttachShader([fs], fs, gl.INVALID_OPERATION,
166 "attaching an already attached fragment shader should generate INVALID_OPERATION");
167 checkAttachShader([vs], vs2, gl.INVALID_OPERATION,
168 "attaching shaders of the same type to a program should generate INVALID_OPERATION");
169 checkAttachShader([fs], fs2, gl.INVALID_OPERATION,
170 "attaching shaders of the same type to a program should generate INVALID_OPERATION");
172 /////// Check detachShader() /////////////////////////////
174 function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) {
175 var prog = gl.createProgram();
176 for (var i =
0; i < already_attached_shaders.length; ++i)
177 gl.attachShader(prog, already_attached_shaders[i]);
178 if(gl.getError() != gl.NO_ERROR)
179 assertMsg(false,
"unexpected error in attachShader()");
180 gl.detachShader(prog, shader);
181 wtu.glErrorShouldBe(gl, expected_error_code, errmsg);
184 checkDetachShader([vs], vs, gl.NO_ERROR,
"detaching a vertex shader should succeed");
185 checkDetachShader([fs], vs, gl.INVALID_OPERATION,
186 "detaching a not already attached vertex shader should generate INVALID_OPERATION");
187 checkDetachShader([fs], fs, gl.NO_ERROR,
"detaching a fragment shader should succeed");
188 checkDetachShader([vs], fs, gl.INVALID_OPERATION,
189 "detaching a not already attached fragment shader should generate INVALID_OPERATION");
191 /////// Check getAttachedShaders() /////////////////////////////
193 function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) {
194 prog = gl.createProgram();
195 for (var i =
0; i < shaders_to_attach.length; ++i)
196 gl.attachShader(prog, shaders_to_attach[i]);
197 if(gl.getError() != gl.NO_ERROR)
198 assertMsg(false,
"unexpected error in attachShader()");
199 for (var i =
0; i < shaders_to_detach.length; ++i)
200 gl.detachShader(prog, shaders_to_detach[i]);
201 if(gl.getError() != gl.NO_ERROR)
202 assertMsg(false,
"unexpected error in detachShader()");
203 assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg);
204 shouldBe('gl.getProgramParameter(prog, gl.ATTACHED_SHADERS)', `${expected_shaders.length}`);
206 checkGetAttachedShaders([], [], [],
"getAttachedShaders should return an empty list by default");
207 checkGetAttachedShaders([fs], [], [fs],
"attaching a single shader should give the expected list");
208 checkGetAttachedShaders([fs, vs], [], [fs, vs],
209 "attaching some shaders should give the expected list");
210 checkGetAttachedShaders([fs], [fs], [],
"attaching a shader and detaching it should leave an empty list");
211 checkGetAttachedShaders([fs, vs], [fs, vs], [],
212 "attaching some shaders and detaching them in same order should leave an empty list");
213 checkGetAttachedShaders([fs, vs], [vs, fs], [],
214 "attaching some shaders and detaching them in random order should leave an empty list");
215 checkGetAttachedShaders([fs, vs], [vs], [fs],
216 "attaching and detaching some shaders should leave the difference list");
217 checkGetAttachedShaders([fs, vs], [fs], [vs],
218 "attaching and detaching some shaders should leave the difference list");
219 checkGetAttachedShaders([fsBad], [], [fsBad],
220 "attaching a shader that failed to compile should still show it in the list");
221 checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad],
222 "attaching shaders, including one that failed to compile, should still show the it in the list");
224 /////// Check linkProgram() and useProgram /////////////////////////////
226 function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, testInvalidEnums, errmsg) {
227 var prog = gl.createProgram();
228 for (var i =
0; i < shaders.length; ++i) {
229 gl.attachShader(prog, shaders[i]);
230 if (deleteShaderAfterAttach)
231 gl.deleteShader(shaders[i]);
233 gl.bindAttribLocation(prog,
0,
"aVertex");
234 gl.bindAttribLocation(prog,
1,
"aColor");
235 gl.linkProgram(prog);
236 if (gl.getError() != gl.NO_ERROR)
237 assertMsg(false,
"unexpected error in linkProgram()");
238 assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg);
239 var infolog = gl.getProgramInfoLog(prog);
240 if (gl.getError() != gl.NO_ERROR)
241 assertMsg(false,
"unexpected error in getProgramInfoLog()");
242 if (typeof(infolog) !=
"string")
243 assertMsg(false,
"getProgramInfoLog() did not return a string");
244 if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false)
246 if (gl.getError() != gl.NO_ERROR)
247 assertMsg(false,
"unexpected error in getProgramParameter()");
249 if (testInvalidEnums) {
250 // Verify that constants removed from the WebGL spec generate INVALID_ENUM errors
251 assertMsg(gl.getProgramParameter(prog, desktopGL['INFO_LOG_LENGTH']) === null,
"invalid call to getProgramParameter should return null");
252 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"INFO_LOG_LENGTH is not a valid argument to getProgramParameter in WebGL");
253 assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_ATTRIBUTE_MAX_LENGTH']) === null,
"invalid call to getProgramParameter should return null");
254 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"ACTIVE_ATTRIBUTE_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
255 assertMsg(gl.getProgramParameter(prog, desktopGL['ACTIVE_UNIFORM_MAX_LENGTH']) === null,
"invalid call to getProgramParameter should return null");
256 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"ACTIVE_UNIFORM_MAX_LENGTH is not a valid argument to getProgramParameter in WebGL");
260 if (expected_status == true)
261 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"using a valid program should succeed");
262 if (expected_status == false)
263 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"using an invalid program should generate INVALID_OPERATION");
267 var progGood1 = checkLinkAndUse([vs, fs], false, true, true,
"valid program should link");
268 var progGood2 = checkLinkAndUse([vs, fs2], false, true, false,
"valid program #2 should link");
269 var progBad1 = checkLinkAndUse([vs], false, false, false,
"program with no fragment shader should fail to link");
270 var progBad2 = checkLinkAndUse([fs], false, false, false,
"program with no vertex shader should fail to link");
271 var progBad3 = checkLinkAndUse([vsBad, fs], false, false, false,
"program with bad vertex shader should fail to link");
272 var progBad4 = checkLinkAndUse([vs, fsBad], false, false, false,
"program with bad fragment shader should fail to link");
273 var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, false,
"program with bad shaders should fail to link");
275 gl.useProgram(progGood1);
276 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"using a valid program shouldn't generate a GL error");
278 var vbuf = gl.createBuffer();
279 gl.bindBuffer(gl.ARRAY_BUFFER, vbuf);
280 gl.bufferData(gl.ARRAY_BUFFER,
285 0.0,
1.0,
0.0,
1.0]),
287 gl.vertexAttribPointer(
0,
4, gl.FLOAT, false,
0,
0);
288 gl.enableVertexAttribArray(
0);
289 gl.vertexAttrib3f(
1,
1.0,
0.0,
0.0);
291 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors at this point #2");
294 gl.drawArrays(gl.TRIANGLES,
0,
3);
295 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"drawing with a null program should generate INVALID_OPERATION");
297 gl.useProgram(progGood1);
298 gl.drawArrays(gl.TRIANGLES,
0,
3);
299 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"drawing with a valid program shouldn't generate a GL error");
301 gl.useProgram(progBad1);
302 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"using an invalid program should generate INVALID_OPERATION");
303 gl.drawArrays(gl.TRIANGLES,
0,
3);
304 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"Try to use an invalid program should not change the current rendering state");
306 gl.useProgram(progGood2);
307 gl.drawArrays(gl.TRIANGLES,
0,
3);
308 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"drawing with a valid program shouldn't generate a GL error");
309 gl.detachShader(progGood2, fs2);
310 gl.attachShader(progGood2, fsBad);
311 gl.linkProgram(progGood2);
312 assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false,
313 "linking should fail with in-use formerly good program, with new bad shader attached");
315 // In WebGL, an unsuccessful link immediately invalidates the previous valid program.
316 gl.drawArrays(gl.TRIANGLES,
0,
3);
317 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"drawing with a newly-invalidated program should generate INVALID_OPERATION");
319 gl.useProgram(progGood1);
320 gl.drawArrays(gl.TRIANGLES,
0,
4);
321 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"drawing with a valid when last used program shouldn't generate a GL error");
323 var progGood1 = checkLinkAndUse([vs, fs], true, true, false,
"delete shaders after attaching them and before linking program should not affect linkProgram");
324 gl.useProgram(progGood1);
325 gl.drawArrays(gl.TRIANGLES,
0,
4);
326 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"drawing with a valid when last used program shouldn't generate a GL error");
328 /////// Check deleteProgram() and deleteShader() /////////////////////////////
330 gl.useProgram(progGood1);
331 gl.deleteProgram(progGood1);
332 gl.drawArrays(gl.TRIANGLES,
0,
4);
333 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"delete the current program shouldn't change the current rendering state");
335 gl.linkProgram(progGood1);
336 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"The current program shouldn't be deleted");
338 var fs3 = gl.createShader(gl.FRAGMENT_SHADER);
339 gl.shaderSource(fs3,
"precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
340 gl.compileShader(fs3);
342 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
343 "good fragment shader should compile");
345 gl.deleteShader(fs3);
346 gl.compileShader(fs3);
347 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"an unattached shader should be deleted immediately");
349 fs3 = gl.createShader(gl.FRAGMENT_SHADER);
350 gl.shaderSource(fs3,
"precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }");
351 gl.compileShader(fs3);
353 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
354 "good fragment shader should compile");
356 gl.detachShader(progGood1, fs);
357 gl.attachShader(progGood1, fs3);
359 gl.deleteShader(fs3);
360 gl.compileShader(fs3);
361 assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true,
362 "an attached shader shouldn't be deleted");
365 gl.linkProgram(progGood1);
366 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"a delete-marked program should be deleted once it's no longer the current program");
368 gl.compileShader(fs3);
369 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"a delete-marked shader should be deleted once all its attachments are removed");
371 //////// Check linkProgram() with relinked program //////////
372 var vs = wtu.loadShaderFromScript(gl,
"vshader");
373 var fs = wtu.loadShaderFromScript(gl,
"fshader-red");
374 var prg = wtu.createProgram(gl, vs, fs);
376 var posLoc = gl.getAttribLocation(prg,
"a_position");
377 wtu.setupUnitQuad(gl, posLoc);
378 wtu.clearAndDrawUnitQuad(gl);
379 wtu.checkCanvas(gl, [
255,
0,
0,
255],
"should be red");
380 gl.shaderSource(fs, wtu.getScript(
"fshader-green"));
381 gl.compileShader(fs);
383 // Program should be new program at this point without calling useProgram
384 wtu.clearAndDrawUnitQuad(gl);
385 wtu.checkCanvas(gl, [
0,
255,
0,
255],
"should be green");
386 var prg = wtu.setupProgram(gl, [
"vshader",
"fshader-settable"], [
"a_position"]);
387 var colorLoc = gl.getUniformLocation(prg,
"u_color");
388 gl.uniform4f(colorLoc,
1,
0,
0,
1);
389 wtu.clearAndDrawUnitQuad(gl);
390 wtu.checkCanvas(gl, [
255,
0,
0,
255],
"should be red");
392 // Program's uniforms should be cleared at this point without calling useProgram
393 wtu.clearAndDrawUnitQuad(gl, [
0,
255,
0,
255]);
394 wtu.checkCanvas(gl, [
0,
0,
0,
0],
"should be tranparent black");
395 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors");
401 var successfullyParsed = true;
403 <script src=
"../../js/js-test-post.js"></script>