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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL 2 Disabled Vertex Array Object and Disabled Attributes Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
<script id="singlevshader" type="x-shader/x-vertex">
attribute vec4 position;
void main() {
gl_Position = position;
}
</script>
<script id="singlefshader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
</script>
<script id="dualvshader" type="x-shader/x-vertex">#version 300 es
in vec4 position;
in vec4 color;
out vec4 varyColor;
void main() {
gl_Position = position;
varyColor = color;
}
</script>
<script id="dualfshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
in vec4 varyColor;
out vec4 colorOut;
void main() {
colorOut = varyColor;
}
</script>
<script>
// Test that switching VAOs keeps the disabled "current value" attributes up-to-date.
// Based on ANGLE test (StateChangeTestES3, VertexArrayObjectAndDisabledAttributes) from https://github.com/google/angle/blob/f7f0b8c3ab21c52cc2915048959361cf628d95f0/src/tests/gl_tests/StateChangeTest.cpp
"use strict";
var wtu = WebGLTestUtils;
description();
var gl = wtu.create3DContext("example", undefined, 2);
// Location of "position" attribute must match between shaders.
var singleProgram = wtu.setupProgram(gl, ['singlevshader', 'singlefshader'], ['position'], [0]);
var dualProgram = wtu.setupProgram(gl, ['dualvshader', 'dualfshader'], ['position'], [0]);
var positionLocation = gl.getAttribLocation(dualProgram, "position");
var colorLocation = gl.getAttribLocation(dualProgram, "color");
var singlePositionLocation = gl.getAttribLocation(singleProgram, "position");
gl.useProgram(singleProgram);
var positions = new Float32Array([
-1, 1,
-1, -1,
1, -1,
-1, 1,
1, -1,
1, 1
]);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
var vertexArray = gl.createVertexArray();
gl.bindVertexArray(vertexArray);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(singlePositionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(singlePositionLocation);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
gl.bindVertexArray(null);
gl.useProgram(dualProgram);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLocation);
var greenBuffer = gl.createBuffer();
var green = new Uint8Array(4 * 6);
for (var i = 0; i < 6; ++i) {
var ci = i * 4;
green[ci] = 0;
green[ci + 1] = 255;
green[ci + 2] = 0;
green[ci + 3] = 255;
}
gl.bindBuffer(gl.ARRAY_BUFFER, greenBuffer);
gl.bufferData(gl.ARRAY_BUFFER, green, gl.STATIC_DRAW);
gl.vertexAttribPointer(colorLocation, 4, gl.UNSIGNED_BYTE, true, 0, 0);
gl.enableVertexAttribArray(colorLocation);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
gl.bindVertexArray(vertexArray);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
wtu.checkCanvas(gl, [0, 0, 0, 255], "should be black");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>