<!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 = WebGLUtil.getWebGL('c'); if (!gl) { todo(false, 'WebGL is unavailable.'); return; } function errorFunc(str) { ok(false, 'Error: ' + str); } WebGLUtil.setErrorFunc(errorFunc); WebGLUtil.setWarningFunc(errorFunc); 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>