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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/buffers/index-validation-with-resized-buffer.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/buffers/index-validation-with-resized-buffer.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/buffers/index-validation-with-resized-buffer.html | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/buffers/index-validation-with-resized-buffer.html b/dom/canvas/test/webgl-conf/checkout/conformance/buffers/index-validation-with-resized-buffer.html new file mode 100644 index 0000000000..182768085f --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/buffers/index-validation-with-resized-buffer.html @@ -0,0 +1,107 @@ +<!-- +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"> +<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> +<canvas id="example" width="1" height="1"></canvas> +<div id="description"></div> +<div id="console"></div> + +<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> +<script> +"use strict"; +description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.') + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +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]), gl.STATIC_DRAW); +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]), gl.STATIC_DRAW); +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]), gl.STATIC_DRAW); +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]), gl.STATIC_DRAW); +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 Uint8Array(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, gl.STATIC_DRAW); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); +gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); + +debug("") +var successfullyParsed = true; +</script> + +<script src="../../js/js-test-post.js"></script> +</body> +</html> |