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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/too-small-buffers.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/too-small-buffers.html b/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/too-small-buffers.html new file mode 100644 index 0000000000..64acfbad7b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/too-small-buffers.html @@ -0,0 +1,242 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>TF too small buffers</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> +</head> +<body> +<div id="description"></div> +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +in float in_value1; +in float in_value2; +out float out_value1; +out float out_value2; +void main() { + out_value1 = in_value1 * 2.; + out_value2 = in_value2 * 2.; +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 dummy; +void main() { + dummy = vec4(0.); +} +</script> +<script> +"use strict"; +description("Transform feedback into buffers that are too small should produce errors."); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); +} + +const progInterleaved = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"], + ["out_value1", "out_value2"], gl.INTERLEAVED_ATTRIBS, + ["in_value1", "in_value2"]); +const progSeparate = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"], + ["out_value1", "out_value2"], gl.SEPARATE_ATTRIBS, + ["in_value1", "in_value2"]); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "program compilation"); + +// Attrib 1 contains 4 vertices. Attrib 2 contains 4 instance indices. +const vertexBuffer0 = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer0); +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 2, 3, 4]), gl.STATIC_DRAW); +const vertexBuffer1 = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1); +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 2, 3, 4]), gl.STATIC_DRAW); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer0); +gl.enableVertexAttribArray(0); +gl.vertexAttribPointer(0, 1, gl.FLOAT, false, 0, 0); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1); +gl.enableVertexAttribArray(1); +gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); +gl.vertexAttribDivisor(1, 1); + +let tfBuffer0 = gl.createBuffer(); +let tfBuffer1 = gl.createBuffer(); + +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup"); + +const sizeOfFloat = 4; + +let cases = [ + { name: "drawArrays", + drawFunction: ()=>gl.drawArrays(gl.POINTS, 0, 4), + result: [[2, 4, 6, 8], [2, 2, 2, 2]]}, + { name: "drawArraysInstanced one instance", + drawFunction: ()=>gl.drawArraysInstanced(gl.POINTS, 0, 4, 1), + result: [[2, 4, 6, 8], [2, 2, 2, 2]]}, + { name: "drawArraysInstanced four instances", + drawFunction: ()=>gl.drawArraysInstanced(gl.POINTS, 0, 1, 4), + result: [[2, 2, 2, 2], [2, 4, 6, 8]]}, + ]; + +for (let {name, drawFunction, result} of cases) { + debug("<h1>" + name + "</h1>") + + let interleavedResult = []; + for (let i = 0; i < result[0].length; i++) { + interleavedResult.push(result[0][i], result[1][i]); + } + + let doTransformFeedback = (drawFunction, error) => { + gl.beginTransformFeedback(gl.POINTS); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "before draw"); + drawFunction(); + wtu.glErrorShouldBe(gl, error, "draw"); + gl.endTransformFeedback(); + } + + gl.useProgram(progInterleaved); + + debug("<h3>interleaved - Baseline success case</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 8*sizeOfFloat, gl.STREAM_READ); + doTransformFeedback(drawFunction, gl.NO_ERROR); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, interleavedResult); + + debug("<h3>interleaved - Buffer too small</h3>") + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 8*sizeOfFloat-1, gl.STREAM_READ); + doTransformFeedback(drawFunction, gl.INVALID_OPERATION); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, + [0, 0, 0, 0, 0, 0, 0]); + + debug("<h3>interleaved - Multiple draws success case</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 8*sizeOfFloat*2, gl.STREAM_READ); + doTransformFeedback(()=>{drawFunction(); drawFunction()}, gl.NO_ERROR); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, interleavedResult.concat(interleavedResult)) + + debug("<h3>interleaved - Too small for multiple draws</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 8*sizeOfFloat*2-1, gl.STREAM_READ); + doTransformFeedback(()=>{drawFunction(); drawFunction()}, gl.INVALID_OPERATION); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, interleavedResult.concat([0, 0, 0, 0, 0, 0, 0])) + + debug("<h3>interleaved - bindBufferRange too small</h3>") + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 8*sizeOfFloat, gl.STREAM_READ); + gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0, 0, 7*sizeOfFloat); + doTransformFeedback(drawFunction, gl.INVALID_OPERATION); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, + [0, 0, 0, 0, 0, 0, 0, 0]); + + debug("<h3>interleaved - bindBufferRange larger than buffer</h3>") + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 8*sizeOfFloat-1, gl.STREAM_READ); + gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0, 0, 8*sizeOfFloat); + doTransformFeedback(drawFunction, gl.INVALID_OPERATION); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, + [0, 0, 0, 0, 0, 0, 0]); + + gl.useProgram(progSeparate); + + debug("<h3>separate - Baseline success case</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat, gl.STREAM_READ); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, tfBuffer1); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat, gl.STREAM_READ); + doTransformFeedback(drawFunction, gl.NO_ERROR); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer0); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, result[0]); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer1); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, result[1]); + + debug("<h3>separate - Buffer too small</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat, gl.STREAM_READ); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, tfBuffer1); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat-1, gl.STREAM_READ); + doTransformFeedback(drawFunction, gl.INVALID_OPERATION); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer0); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, [0, 0, 0, 0]); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer1); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, [0, 0, 0]); + + debug("<h3>separate - multiple draws success case</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat*2, gl.STREAM_READ); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, tfBuffer1); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat*2, gl.STREAM_READ); + doTransformFeedback(()=>{drawFunction(); drawFunction();}, gl.NO_ERROR); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer0); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, result[0].concat(result[0])); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer1); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, result[1].concat(result[1])); + + debug("<h3>separate - Too small for multiple draws</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat*2, gl.STREAM_READ); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, tfBuffer1); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat*2-1, gl.STREAM_READ); + doTransformFeedback(()=>{drawFunction(); drawFunction();}, gl.INVALID_OPERATION); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer0); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, result[0].concat([0, 0, 0, 0])); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer1); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, result[1].concat([0, 0, 0])); + + debug("<h3>separate - bindBufferRange too small</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat, gl.STREAM_READ); + gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 1, tfBuffer1, 0, 3*sizeOfFloat); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat, gl.STREAM_READ); + doTransformFeedback(drawFunction, gl.INVALID_OPERATION); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer0); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, [0, 0, 0, 0]); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer1); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, [0, 0, 0]); + + debug("<h3>separate - bindBufferRange larger than buffer</h3>") + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat, gl.STREAM_READ); + gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 1, tfBuffer1, 0, 4*sizeOfFloat); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 4*sizeOfFloat-1, gl.STREAM_READ); + doTransformFeedback(drawFunction, gl.INVALID_OPERATION); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer0); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, [0, 0, 0, 0]); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer1); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, [0, 0, 0]); +} + +debug("<h1>integer overflow</h1>") + +gl.useProgram(progInterleaved); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer0); +gl.bufferData(gl.ARRAY_BUFFER, (1<<16)*sizeOfFloat, gl.STREAM_READ); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer1); +gl.bufferData(gl.ARRAY_BUFFER, (1<<16)*sizeOfFloat, gl.STREAM_READ); +gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer0); +gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, (1<<16)*sizeOfFloat*2, gl.STREAM_READ); + +gl.beginTransformFeedback(gl.POINTS); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "before draw"); +// If count and primcount are stored in 32-bit signed integers and then +// multiplied to calculate the number of transform feedback vertices, the +// calculation will overflow to 0. +gl.drawArraysInstanced(gl.POINTS, 0, 1<<16, 1<<16); +wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "integer overflow and/or buffer too small"); +gl.endTransformFeedback(); + +finishTest(); + +</script> + +</body> +</html> |