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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/element-index-uint.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/element-index-uint.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/element-index-uint.html new file mode 100644 index 000000000..f19529022 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/element-index-uint.html @@ -0,0 +1,426 @@ +<!-- + +/* +** Copyright (c) 2013 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Uint element indices Conformance Tests</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> + +<script id="vs" type="x-shader/x-vertex"> +attribute vec4 vPosition; +attribute vec4 vColor; +varying vec4 color; +void main() { + gl_Position = vPosition; + color = vColor; +} +</script> +<script id="fs" type="x-shader/x-fragment"> +precision mediump float; +varying vec4 color; +void main() { + gl_FragColor = color; +} +</script> + +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description("This test verifies the functionality of the Uint element indices."); + +debug(""); + +var wtu = WebGLTestUtils; +var gl = null; +var canvas = null; + +// Test both STATIC_DRAW and DYNAMIC_DRAW as a regression test +// for a bug in ANGLE which has since been fixed. +for (var ii = 0; ii < 2; ++ii) { + canvas = document.createElement("canvas"); + canvas.width = 50; + canvas.height = 50; + + gl = wtu.create3DContext(canvas, null, 2); + + if (!gl) { + testFailed("WebGL context does not exist"); + } else { + testPassed("WebGL context exists"); + + var drawType = (ii == 0) ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; + debug("Testing " + ((ii == 0) ? "STATIC_DRAW" : "DYNAMIC_DRAW")); + + runDrawTests(drawType); + + // These tests are tweaked duplicates of the buffers/index-validation* tests + // using unsigned int indices to ensure that behavior remains consistent + runIndexValidationTests(drawType); + runCopiesIndicesTests(drawType); + runResizedBufferTests(drawType); + runVerifiesTooManyIndicesTests(drawType); + runCrashWithBufferSubDataTests(drawType); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); + } +} + +function runDrawTests(drawType) { + debug("Test that draws with unsigned integer indices produce the expected results"); + + canvas.width = 50; canvas.height = 50; + gl.viewport(0, 0, canvas.width, canvas.height); + + var program = wtu.setupNoTexCoordTextureProgram(gl); + + function setupDraw(s) { + // Create a vertex buffer that cannot be fully indexed via shorts + var quadArrayLen = 65537 * 3; + var quadArray = new Float32Array(quadArrayLen); + + // Leave all but the last 4 values zero-ed out + var idx = quadArrayLen - 12; + + // Initialized the last 4 values to a quad + quadArray[idx++] = 1.0 * s; + quadArray[idx++] = 1.0 * s; + quadArray[idx++] = 0.0; + + quadArray[idx++] = -1.0 * s; + quadArray[idx++] = 1.0 * s; + quadArray[idx++] = 0.0; + + quadArray[idx++] = -1.0 * s; + quadArray[idx++] = -1.0 * s; + quadArray[idx++] = 0.0; + + quadArray[idx++] = 1.0 * s; + quadArray[idx++] = -1.0 * s; + quadArray[idx++] = 0.0; + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, quadArray, drawType); + + // Create an unsigned int index buffer that indexes the last 4 vertices + var baseIndex = (quadArrayLen / 3) - 4; + + var indexObject = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ + baseIndex + 0, + baseIndex + 1, + baseIndex + 2, + baseIndex + 2, + baseIndex + 3, + baseIndex + 0]), drawType); + + var opt_positionLocation = 0; + gl.enableVertexAttribArray(opt_positionLocation); + gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); + }; + function readLocation(x, y) { + var pixels = new Uint8Array(1 * 1 * 4); + gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + return pixels; + }; + function testPixel(blackList, whiteList) { + function testList(list, expected) { + for (var n = 0; n < list.length; n++) { + var l = list[n]; + var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2; + var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2; + var source = readLocation(x, y); + if (Math.abs(source[0] - expected) > 2) { + return false; + } + } + return true; + } + return testList(blackList, 0) && testList(whiteList, 255); + }; + function verifyDraw(drawNumber, s) { + gl.clearColor(1.0, 1.0, 1.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0); + + var blackList = []; + var whiteList = []; + var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0]; + for (var n = 0; n < points.length; n++) { + if (points[n] <= s) { + blackList.push(points[n]); + } else { + whiteList.push(points[n]); + } + } + if (testPixel(blackList, whiteList)) { + testPassed("Draw " + drawNumber + " passed pixel test"); + } else { + testFailed("Draw " + drawNumber + " failed pixel test"); + } + }; + + setupDraw(0.5); + verifyDraw(0, 0.5); +} + +function runIndexValidationTests(drawType) { + description("Tests that index validation verifies the correct number of indices"); + + function sizeInBytes(type) { + switch (type) { + case gl.BYTE: + case gl.UNSIGNED_BYTE: + return 1; + case gl.SHORT: + case gl.UNSIGNED_SHORT: + return 2; + case gl.INT: + case gl.UNSIGNED_INT: + case gl.FLOAT: + return 4; + default: + throw "unknown type"; + } + } + + var program = wtu.loadStandardProgram(gl); + + // 3 vertices => 1 triangle, interleaved data + var dataComplete = new Float32Array([0, 0, 0, 1, + 0, 0, 1, + 1, 0, 0, 1, + 0, 0, 1, + 1, 1, 1, 1, + 0, 0, 1]); + var dataIncomplete = new Float32Array([0, 0, 0, 1, + 0, 0, 1, + 1, 0, 0, 1, + 0, 0, 1, + 1, 1, 1, 1]); + var indices = new Uint32Array([0, 1, 2]); + + debug("Testing with valid indices"); + + var bufferComplete = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete); + gl.bufferData(gl.ARRAY_BUFFER, dataComplete, drawType); + var elements = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType); + gl.useProgram(program); + var vertexLoc = gl.getAttribLocation(program, "a_vertex"); + var normalLoc = gl.getAttribLocation(program, "a_normal"); + gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0); + gl.enableVertexAttribArray(vertexLoc); + gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT)); + gl.enableVertexAttribArray(normalLoc); + shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + debug("Testing with out-of-range indices"); + + var bufferIncomplete = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete); + gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, drawType); + gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0); + gl.enableVertexAttribArray(vertexLoc); + gl.disableVertexAttribArray(normalLoc); + debug("Enable vertices, valid"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + debug("Enable normals, out-of-range"); + gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT)); + gl.enableVertexAttribArray(normalLoc); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + + debug("Test with enabled attribute that does not belong to current program"); + + gl.disableVertexAttribArray(normalLoc); + var extraLoc = Math.max(vertexLoc, normalLoc) + 1; + gl.enableVertexAttribArray(extraLoc); + debug("Enable an extra attribute with null"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + debug("Enable an extra attribute with insufficient data buffer"); + gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT)); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); + debug("Pass large negative index to vertexAttribPointer"); + gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), -2000000000 * sizeInBytes(gl.FLOAT)); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); + shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); +} + +function runCopiesIndicesTests(drawType) { + debug("Test that client data is always copied during bufferData and bufferSubData calls"); + + var program = wtu.loadStandardProgram(gl); + + gl.useProgram(program); + var vertexObject = gl.createBuffer(); + gl.enableVertexAttribArray(0); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + // 4 vertices -> 2 triangles + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0 ]), drawType); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + var indexObject = gl.createBuffer(); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); + var indices = new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType); + wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)"); + wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)"); + wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)"); + indices[0] = 2; + indices[5] = 1; + wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)"); + wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)"); + wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)"); +} + +function runResizedBufferTests(drawType) { + debug("Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation."); + + var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( + [-1,1,0, 1,1,0, -1,-1,0, + -1,-1,0, 1,1,0, 1,-1,0]), drawType); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); + + var texCoordObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( + [0,0, 1,0, 0,1, + 0,1, 1,0, 1,1]), drawType); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); + + // Now resize these buffers because we want to change what we're drawing. + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ + -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, + -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), drawType); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); + gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); + gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ + 255, 0, 0, 255, + 255, 0, 0, 255, + 255, 0, 0, 255, + 255, 0, 0, 255, + 0, 255, 0, 255, + 0, 255, 0, 255, + 0, 255, 0, 255, + 0, 255, 0, 255]), drawType); + gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition"); + + var numQuads = 2; + var indices = new Uint32Array(numQuads * 6); + for (var ii = 0; ii < numQuads; ++ii) { + var offset = ii * 6; + var quad = (ii == (numQuads - 1)) ? 4 : 0; + indices[offset + 0] = quad + 0; + indices[offset + 1] = quad + 1; + indices[offset + 2] = quad + 2; + indices[offset + 3] = quad + 2; + indices[offset + 4] = quad + 1; + indices[offset + 5] = quad + 3; + } + var indexObject = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); + gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_INT, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); +} + +function runVerifiesTooManyIndicesTests(drawType) { + description("Tests that index validation for drawElements does not examine too many indices"); + + var program = wtu.loadStandardProgram(gl); + + gl.useProgram(program); + var vertexObject = gl.createBuffer(); + gl.enableVertexAttribArray(0); + gl.disableVertexAttribArray(1); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + // 4 vertices -> 2 triangles + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0 ]), drawType); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + var indexObject = gl.createBuffer(); + + debug("Test out of range indices") + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]), drawType); + wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)"); + wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)"); + wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)"); +} + +function runCrashWithBufferSubDataTests(drawType) { + debug('Verifies that the index validation code which is within bufferSubData does not crash.') + + var elementBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 256, drawType); + var data = new Uint32Array(127); + gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 64, data); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "after attempting to update a buffer outside of the allocated bounds"); + testPassed("bufferSubData, when buffer object was initialized with null, did not crash"); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |