/* ** Copyright (c) 2015 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. */ // This test relies on the surrounding web page defining a variable // "contextVersion" which indicates what version of WebGL it's running // on -- 1 for WebGL 1.0, 2 for WebGL 2.0, etc. "use strict"; description("This test ensures WebGL implementations vertexAttrib can be set and read."); debug(""); debug("Canvas.getContext"); var wtu = WebGLTestUtils; var gl = wtu.create3DContext("canvas", undefined, contextVersion); if (!gl) { testFailed("context does not exist"); } else { testPassed("context exists"); debug(""); debug("Checking gl.vertexAttrib."); var numVertexAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); for (var ii = 0; ii < numVertexAttribs; ++ii) { gl.vertexAttrib1fv(ii, [1]); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib1fv(ii, new Float32Array([-1])); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '-1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib2fv(ii, [1, 2]); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib2fv(ii, new Float32Array([1, -2])); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '-2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib3fv(ii, [1, 2, 3]); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '3'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib3fv(ii, new Float32Array([1, -2, 3])); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '-2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '3'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib4fv(ii, [1, 2, 3, 4]); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '3'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '4'); gl.vertexAttrib4fv(ii, new Float32Array([1, 2, -3, 4])); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '-3'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '4'); gl.vertexAttrib1f(ii, 5); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '5'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib2f(ii, 6, 7); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '6'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '7'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib3f(ii, 7, 8, 9); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '7'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '8'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '9'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1'); gl.vertexAttrib4f(ii, 6, 7, 8, 9); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '6'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '7'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '8'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '9'); if (contextVersion > 1) { gl.vertexAttribI4i(ii, -1, 0, 1, 2); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Int32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '-1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '2'); gl.vertexAttribI4ui(ii, 0, 1, 2, 3); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Uint32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '3'); gl.vertexAttribI4iv(ii, [-1, 0, 1, 2]); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Int32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '-1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '2'); gl.vertexAttribI4iv(ii, new Int32Array([1, 0, -1, 2])); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Int32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '-1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '2'); gl.vertexAttribI4uiv(ii, [0, 1, 2, 3]); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Uint32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '3'); gl.vertexAttribI4uiv(ii, new Uint32Array([0, 2, 1, 3])); shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Uint32Array'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '0'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '1'); shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '3'); } } wtu.glErrorShouldBe(gl, gl.NO_ERROR); debug(""); debug("Checking out-of-range vertexAttrib index"); gl.getVertexAttrib(numVertexAttribs, gl.CURRENT_VERTEX_ATTRIB); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib1fv(numVertexAttribs, [1]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib1fv(numVertexAttribs, new Float32Array([-1])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib2fv(numVertexAttribs, [1, 2]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib2fv(numVertexAttribs, new Float32Array([1, -2])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib3fv(numVertexAttribs, [1, 2, 3]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib3fv(numVertexAttribs, new Float32Array([1, -2, 3])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib4fv(numVertexAttribs, [1, 2, 3, 4]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib4fv(numVertexAttribs, new Float32Array([1, 2, -3, 4])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib1f(numVertexAttribs, 5); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib2f(numVertexAttribs, 6, 7); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib3f(numVertexAttribs, 7, 8, 9); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib4f(numVertexAttribs, 6, 7, 8, 9); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); if (contextVersion > 1) { gl.vertexAttribI4i(numVertexAttribs, -1, 0, 1, 2); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4ui(numVertexAttribs, 0, 1, 2, 3); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4iv(numVertexAttribs, [-1, 0, 1, 2]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4iv(numVertexAttribs, new Int32Array([1, 0, -1, 2])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4uiv(numVertexAttribs, [0, 1, 2, 3]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4uiv(numVertexAttribs, new Uint32Array([0, 2, 1, 3])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); } debug(""); debug("Checking invalid array lengths"); numVertexAttribs = numVertexAttribs - 1; gl.vertexAttrib1fv(numVertexAttribs, []); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib1fv(numVertexAttribs, new Float32Array([])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib2fv(numVertexAttribs, [1]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib2fv(numVertexAttribs, new Float32Array([1])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib3fv(numVertexAttribs, [1, 2]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib3fv(numVertexAttribs, new Float32Array([1, -2])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib4fv(numVertexAttribs, [1, 2, 3]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttrib4fv(numVertexAttribs, new Float32Array([1, 2, -3])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); if (contextVersion > 1) { gl.vertexAttribI4iv(numVertexAttribs, [-1, 0, 1]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4iv(numVertexAttribs, new Int32Array([1, 0, -1])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4uiv(numVertexAttribs, [0, 1, 2]); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); gl.vertexAttribI4uiv(numVertexAttribs, new Uint32Array([0, 2, 1])); wtu.glErrorShouldBe(gl, gl.INVALID_VALUE); } } debug(""); var successfullyParsed = true;