<!DOCTYPE HTML> <title>WebGL test: Drawing without attrib arrays</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-no-attrib" type="x-shader/x-vertex"> void main(void) { gl_PointSize = 64.0; gl_Position = vec4(vec3(0.0), 1.0); } </script> <script id="vs-attrib" type="x-shader/x-vertex"> attribute vec3 aPosition; void main(void) { gl_PointSize = 64.0; gl_Position = vec4(aPosition, 1.0); } </script> <script id="fs" type="x-shader/x-fragment"> precision mediump float; void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, 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); var attribProg = WebGLUtil.createProgramByIds(gl, 'vs-attrib', 'fs'); var noAttribProg = WebGLUtil.createProgramByIds(gl, 'vs-no-attrib', 'fs'); if (!attribProg || !noAttribProg) { ok(false, 'Program linking should succeed.'); return; } attribProg.aPosition = gl.getAttribLocation(attribProg, "aPosition"); ok(attribProg.aPosition >= 0, '`aPosition` should be valid.'); function isScreenBlack() { var pixels = gl.drawingBufferWidth * gl.drawingBufferHeight; var data = new Uint8Array(4 * pixels); gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, data); var accum = 0; for (var i = 0; i < pixels; i++) { accum += data[4*i + 0]; accum += data[4*i + 1]; accum += data[4*i + 2]; } return accum == 0; } function checkGLError(func, info) { var error = gl.getError(); func(!error, '[' + info + '] gl.getError should be 0, was 0x' + error.toString(16) + '.'); } function testDrawing(info) { var cruelNumber = 1024*1024; // Really, we should test for INT32_MAX-1 here, but we don't gracefully chunk these calls, // and so try to create a VBO of size INT32_MAX-1 to pretend that vert attrib 0 is an array. // (INT32_MAX-1 because we check that `first+count` is a valid GLsizei, which is int32_t) var UINT16_MAX = 0xffff; var INT32_MAX = 0x7fffffff; var UINT32_MAX = 0xffffffff; // `first` needs room for `first+count` <= sizeof(GLsizei) == INT32_MAX var hugeFirst = Math.min(cruelNumber, INT32_MAX-1); var hugeIndex = Math.min(cruelNumber, UINT32_MAX); var indexType = gl.UNSIGNED_SHORT; var indexStride = 2; var indexArr = new Uint16Array([0, 1, Math.min(hugeIndex, UINT16_MAX)]); if (gl.getExtension('OES_element_index_uint')) { indexType = gl.UNSIGNED_INT; indexStride = 4; indexArr = new Uint32Array([0, 1, hugeIndex]); } gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.POINTS, 0, 1); ok(!isScreenBlack(), '[' + info + '] drawArrays should color pixels.'); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.POINTS, hugeFirst, 1); ok(!isScreenBlack(), '[' + info + '] drawArrays[huge first] should color pixels.'); checkGLError(ok, info); var elemTestFunc = todo; // We fail on most implementations. var checkGLTestFunc = todo; if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANGLE || DriverInfo.getOS() == DriverInfo.OS.ANDROID) { // ANGLE and Android slaves seem to work fine. elemTestFunc = ok; checkGLTestFunc = ok; } if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANDROID_X86_EMULATOR || DriverInfo.getOS() == DriverInfo.OS.B2G) { // ...but the Android 4.2 x86 emulator environment is different elemTestFunc = todo; checkGLTestFunc = ok; } // Now for drawElements: gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.POINTS, 1, indexType, 0); elemTestFunc(!isScreenBlack(), '[' + info + '] drawElements[0] should color pixels.'); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.POINTS, 1, indexType, 1*indexStride); elemTestFunc(!isScreenBlack(), '[' + info + '] drawElements[1] should color pixels.'); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawElements(gl.POINTS, 1, indexType, 2*indexStride); elemTestFunc(!isScreenBlack(), '[' + info + '] drawElements[huge offset] should color pixels.'); checkGLError(checkGLTestFunc, info); } // Begin drawing gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.disable(gl.DEPTH_TEST); // No-attrib prog: gl.useProgram(noAttribProg); testDrawing('no-attrib'); // One-attrib, no-array prog: gl.useProgram(attribProg); gl.disableVertexAttribArray(attribProg.aPosition); gl.vertexAttrib3fv(attribProg.aPosition, [0.0, 0.0, 0.0]); testDrawing('one-attrib, no-array'); })(); </script>