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<!DOCTYPE HTML>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>WebGL test: Drawing with a null program</title>
<script src="/tests/SimpleTest/SimpleTest.js"></script>
<link rel="stylesheet" href="/tests/SimpleTest/test.css">
<script src="driver-info.js"></script>
<script src="webgl-util.js"></script>
<script id="vs" type="x-shader/x-vertex">
void main(void) {
gl_PointSize = 16.0;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
void main(void) {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
<body>
<canvas id="c" width="64" height="64"></canvas>
<script>
// Give ourselves a scope to return early from:
(function() {
var gl = c.getContext('webgl');
if (!gl) {
todo(false, 'WebGL is unavailable.');
return;
}
gl.disable(gl.DEPTH_TEST);
var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
if (!prog) {
ok(false, 'Program linking should succeed.');
return;
}
function checkGLError(func, info, refValue) {
if (!refValue)
refValue = 0;
var error = gl.getError();
func(error == refValue,
'[' + info + '] gl.getError should be 0x' + refValue.toString(16) +
', was 0x' + error.toString(16) + '.');
}
// Start drawing
checkGLError(ok, 'after setup');
gl.useProgram(prog);
gl.drawArrays(gl.POINTS, 0, 1);
checkGLError(ok, 'after non-null-program DrawArrays');
gl.useProgram(null);
gl.drawArrays(gl.POINTS, 0, 1);
checkGLError(ok, 'after null-program DrawArrays', gl.INVALID_OPERATION);
ok(true, 'Test complete.');
})();
</script>