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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-index-buffers.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-index-buffers.html | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-index-buffers.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-index-buffers.html new file mode 100644 index 000000000..baa5e551b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-index-buffers.html @@ -0,0 +1,156 @@ +<!-- + +/* +** Copyright (c) 2016 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"> +<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> +<title>WebGL Out-of-Bounds Index Buffer Conformance Test</title> +</head> +<body> +<canvas id="canvas" width="8" height="8" style="width: 100px; height: 100px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vsCheckOutOfBounds" type="x-shader/x-vertex"> + precision mediump float; + attribute vec2 position; + attribute vec4 vecRandom; + varying vec4 v_color; + + // Per the spec, each component can either contain existing contents + // of the buffer or 0. + bool testFloatComponent(float component) { + return (component == 0.2 || component == 0.0); + } + // The last component is additionally allowed to be 1.0. + bool testLastFloatComponent(float component) { + return testFloatComponent(component) || component == 1.0; + } + + void main() { + if (testFloatComponent(vecRandom.x) && + testFloatComponent(vecRandom.y) && + testFloatComponent(vecRandom.z) && + testLastFloatComponent(vecRandom.w)) { + v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good + } else { + v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value + } + gl_Position = vec4(position, 0.0, 1.0); + } +</script> +<script> +"use strict"; +description("This test verifies that out-of-bounds index buffers behave according to spec."); + +// Prepare an element array buffer that indexes out-of-bounds beginning with the start index passed in. +// Ensure that drawElements flags either no error or INVALID_OPERATION. In the case of INVALID_OPERATION, +// no canvas pixels can be touched. In the case of NO_ERROR, all written values must either be the +// zero vertex or a value in the vertex buffer. See vsCheckOutOfBounds shader. +function drawAndVerifyOutOfBoundsIndex(gl, startIndex) { + gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched. + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + prepareElementArrayBuffer(gl, /*StartIndex*/startIndex); + + gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0); + var error = gl.getError(); + if (error === gl.INVALID_OPERATION) { + testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched."); + wtu.checkCanvas(gl, [0, 0, 255, 255]); + } else if (error === gl.NO_ERROR) { + testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green."); + wtu.checkCanvas(gl, [0, 255, 0, 255]); + } else { + testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR"); + } +} + +// Create an element array buffer with a tri-strip that starts at startIndex and make +// it the active element array buffer. +function prepareElementArrayBuffer(gl, startIndex) { + var glElementArrayBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, glElementArrayBuffer); + var quadIndices = new Uint16Array(4); + for (var i = 0; i < quadIndices.length; i++) { + quadIndices[i] = startIndex + i; + } + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, quadIndices, gl.STATIC_DRAW); +} + + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, {antialias: false}); + +var numberOfQuads = 200; + +// Create a vertex buffer with 200 properly formed tri-strip quads. These quads will cover the canvas texture +// such that every single pixel is touched by the fragment shader. +var glQuadBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, glQuadBuffer); +var quadPositions = new Float32Array(numberOfQuads * /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4); +for (var i = 0; i < quadPositions.length; i += /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4) { + quadPositions[i+0] = -1.0; // upper left + quadPositions[i+1] = 1.0; + quadPositions[i+2] = 1.0; // upper right + quadPositions[i+3] = 1.0; + quadPositions[i+4] = -1.0; // lower left + quadPositions[i+5] = -1.0; + quadPositions[i+6] = 1.0; // lower right + quadPositions[i+7] = -1.0; +} +gl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW); +gl.enableVertexAttribArray(0); +gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); + +// Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer will be +// the one indexed off the end. +var glVertexBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, glVertexBuffer); +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2]), gl.STATIC_DRAW); +gl.enableVertexAttribArray(1); +gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); + +// Setup the verification program. +var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should generate errors"); + +debug("Test -- Index off the end of the vertex buffer near the beginning of the out of bounds area."); +drawAndVerifyOutOfBoundsIndex(gl, /*StartIndex*/4); + +debug(""); + +debug("Test -- Index off the end of the vertex buffer near the end of the out of bounds area.") +drawAndVerifyOutOfBoundsIndex(gl, /*StartIndex*/numberOfQuads - 4); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |