diff options
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-render.html | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-render.html b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-render.html new file mode 100644 index 0000000000..b10ebfe688 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-render.html @@ -0,0 +1,89 @@ +<!-- +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> +<script id='vshader' type='x-shader'> +attribute vec4 a; +attribute vec2 p; +void main() { + gl_Position = vec4(p.x + a.x + a.y + a.z + a.w, p.y, 0.0, 1.0); +} +</script> +<script id='fshader' type='x-shader'> +precision mediump float; +void main() { + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); +} +</script> +<script> +"use strict"; +function checkRedPortion(gl, w, low, high) { + var buf = new Uint8Array(w * w * 4); + gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf); + var i = 0; + for (; i < w; ++i) { + if (buf[i * 4 + 0] == 255 && buf[i * 4 + 1] == 0 && buf[i * 4 + 2] == 0 && buf[i * 4 + 3] == 255) { + break; + } + } + return low <= i && i <= high; +} + +function runTest() { + var wtu = WebGLTestUtils; + var gl = wtu.create3DContext('testbed', { preserveDrawingBuffer : true }); + if (!gl) { + testFailed('could not create context'); + return; + } + var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['p', 'a']) + + gl.enableVertexAttribArray(gl.p); + var pos = gl.createBuffer(); + pos.type = gl.FLOAT; + pos.size = 2; + pos.num = 4; + gl.bindBuffer(gl.ARRAY_BUFFER, pos); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW); + + gl.vertexAttribPointer(0, pos.size, pos.type, false, 0, 0); + + debug('Test vertexAttrib[1..4]fv by setting different combinations that add up to 1.5 and use that when rendering.'); + var vals = [[0.5], [0.1,0.4], [0.2,-0.2,0.5], [-1.0,0.3,0.2,2.0]]; + + for (var j = 0; j < 4; ++j) { + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl['vertexAttrib' + (j+1) + 'fv'](1, vals[j]); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, pos.num); + + if (checkRedPortion(gl, 50, 50 * 0.7, 50 * 0.8)) { + testPassed('Attribute of size ' + (j+1) + ' was set correctly'); + } else { + testFailed('Attribute of size ' + (j+1) + ' was not set correctly'); + } + } +} +</script> +</head> +<body> +<canvas id="testbed" width="50" height="50"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description('Verify that using constant attributes works.'); +runTest(); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |