Validate that vertex shader input matches the vertex attribute types.
BUG=angleproject:2012
TEST=conformance2/rendering/attrib-type-match
Change-Id: Ic282e0933a5c3c377322dd484534fcc1dfcb3840
Reviewed-on: https://chromium-review.googlesource.com/517974
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
diff --git a/src/tests/gl_tests/WebGLCompatibilityTest.cpp b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
index cf720ba..2191154 100644
--- a/src/tests/gl_tests/WebGLCompatibilityTest.cpp
+++ b/src/tests/gl_tests/WebGLCompatibilityTest.cpp
@@ -2497,6 +2497,70 @@
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
+// Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
+// types
+TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMissmatch)
+{
+ const std::string vertexShader =
+ "#version 300 es\n"
+ "in vec4 floatInput;\n"
+ "in uvec4 uintInput;\n"
+ "in ivec4 intInput;\n"
+ "void main() {\n"
+ " gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);\n"
+ "}\n";
+
+ const std::string fragmentShader =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 outputColor;\n"
+ "void main() {\n"
+ " outputColor = vec4(0, 0, 0, 1);"
+ "}\n";
+
+ ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
+ glUseProgram(program.get());
+
+ GLint floatLocation = glGetAttribLocation(program, "floatInput");
+ GLint uintLocation = glGetAttribLocation(program, "uintInput");
+ GLint intLocation = glGetAttribLocation(program, "intInput");
+
+ // Default attributes are of float types
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Set the default attributes to the correct types, should succeed
+ glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
+ glVertexAttribI4i(intLocation, 0, 0, 0, 1);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GL_NO_ERROR();
+
+ // Change the default float attribute to an integer, should fail
+ glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Use a buffer for some attributes
+ GLBuffer buffer;
+ glBindBuffer(GL_ARRAY_BUFFER, buffer);
+ glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(floatLocation);
+ glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GL_NO_ERROR();
+
+ // Use a float pointer attrib for a uint input
+ glEnableVertexAttribArray(uintLocation);
+ glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Use a uint pointer for the uint input
+ glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ EXPECT_GL_NO_ERROR();
+}
+
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,