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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-zero-issues.html | 131 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-zero-issues.html b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-zero-issues.html new file mode 100644 index 0000000000..9de9439911 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/attribs/gl-vertex-attrib-zero-issues.html @@ -0,0 +1,131 @@ +<!-- +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>WebGL Enable Vertex Attrib Zero Test</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> +<canvas id="example" width="50" height="50"> +</canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> + attribute vec4 vPosition; + void main() + { + gl_Position = vPosition; + } +</script> + +<script id="fshader" type="x-shader/x-fragment"> + void main() + { + gl_FragColor = vec4(0.0,1.0,0.0,1.0); + } +</script> + +<script> +"use strict"; +description("Test some of the issues of the difference between attrib 0 on OpenGL vs WebGL"); +debug(""); +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example"); +var g_program; +var g_attribLocation; +function setup(attribIndex) { + var program = wtu.setupProgram( + gl, ['vshader', 'fshader'], ['vPosition'], [attribIndex]); + g_program = program; + g_attribLocation = attribIndex; + shouldBe("g_attribLocation", "gl.getAttribLocation(g_program, 'vPosition')"); + return program; +} + +function setupVerts(numVerts) { + var verts = [ + 1.0, 1.0, 0.0, + -1.0, 1.0, 0.0, + -1.0, -1.0, 0.0, + 1.0, 1.0, 0.0, + -1.0, -1.0, 0.0, + 1.0, -1.0, 0.0 + ]; + var positions = new Float32Array(numVerts * 3); + var indices = new Uint16Array(numVerts); + for (var ii = 0; ii < numVerts; ++ii) { + var ndx = ii % 6; + var dst = ii * 3; + var src = ndx * 3; + for (var jj = 0; jj < 3; ++jj) { + positions[dst + jj] = verts[src + jj]; + } + indices[ii] = ii; + } + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); + var indexBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); +} + +var p0 = setup(0); +var p3 = setup(3); +setupVerts(60000); + +for (var ii = 0; ii < 5; ++ii) { + // test drawing with attrib 0 + gl.useProgram(p0); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawElements(gl.TRIANGLES, 60000, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe( + gl, gl.NO_ERROR, + "drawing using attrib 0 with 6 verts"); + wtu.checkCanvas(gl, [0, 255, 0, 255], "canvas should be green"); + gl.disableVertexAttribArray(0); + + // test drawing without attrib 0 + gl.useProgram(p3); + gl.enableVertexAttribArray(3); + gl.vertexAttribPointer(3, 3, gl.FLOAT, false, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 60000); + wtu.glErrorShouldBe( + gl, gl.NO_ERROR, + "drawing using attrib 3 with 60000 verts"); + wtu.checkCanvas(gl, [0, 255, 0, 255], "canvas should be green"); + gl.disableVertexAttribArray(3); + + // This second test of drawing without attrib0 uncovered a bug in chrome + // where after the draw without attrib0 the attrib 0 emulation code disabled + // attrib 0 and it was never re-enabled so this next draw failed. + gl.useProgram(p3); + gl.enableVertexAttribArray(3); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawElements(gl.TRIANGLES, 60000, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe( + gl, gl.NO_ERROR, + "drawing using attrib 3 with 60000 verts"); + wtu.checkCanvas(gl, [0, 255, 0, 255], "canvas should be green"); + gl.disableVertexAttribArray(3); +} + + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> + |