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+<!--
+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 ANGLE_instanced_arrays Conformance Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/desktop-gl-constants.js"></script>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<script src="../../js/tests/compositing-test.js"></script>
+<script src="../../js/tests/invalid-vertex-attrib-test.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
+<div id="console"></div>
+<!-- Shaders for testing instanced draws -->
+<script id="outputVertexShader" type="x-shader/x-vertex">
+attribute vec4 aPosition;
+attribute vec2 aOffset;
+attribute vec4 aColor;
+varying vec4 vColor;
+void main() {
+ vColor = aColor;
+ gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
+}
+</script>
+
+<script id="outputFragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 vColor;
+void main() {
+ gl_FragColor = vColor;
+}
+</script>
+
+<script id="drawArraysTestVertexShader" type="x-shader/x-vertex">
+attribute vec3 aPosition;
+attribute vec3 aInstancePos;
+uniform vec3 uOffset;
+void main() {
+ gl_Position = vec4(aPosition.xyz + aInstancePos.xyz + uOffset, 1.0);
+}
+</script>
+
+<script id="drawArraysTestFragmentShader" type="x-shader/x-fragment">
+void main() {
+ gl_FragColor = vec4(1.0, 0, 0, 1.0);
+}
+</script>
+
+<script>
+"use strict";
+description("This test verifies the functionality of the ANGLE_instanced_arrays extension, if it is available.");
+
+debug("");
+
+const wait = ms => new Promise(resolve => setTimeout(resolve, ms));
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+var ext = null;
+var vaoext = null;
+
+var positionLoc = 0;
+var offsetLoc = 2;
+var colorLoc = 3;
+var program;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+ finishTest();
+} else {
+ testPassed("WebGL context exists");
+
+ runDivisorTestDisabled();
+
+ // Query the extension and store globally so shouldBe can access it
+ ext = wtu.getExtensionWithKnownPrefixes(gl, "ANGLE_instanced_arrays");
+ if (!ext) {
+ testPassed("No ANGLE_instanced_arrays support -- this is legal");
+
+ runSupportedTest(false);
+ finishTest();
+ } else {
+ testPassed("Successfully enabled ANGLE_instanced_arrays extension");
+
+ (async function() {
+ runSupportedTest(true);
+
+ runDivisorTestEnabled();
+ runUniqueObjectTest();
+
+ setupCanvas();
+ runOutputTests();
+ runDrawArraysWithOffsetTest();
+ runVAOInstancingInteractionTest();
+ await runANGLECorruptionTest();
+ await runInvalidAttribTests(gl);
+ await runCompositingTests();
+ finishTest();
+ }());
+ }
+}
+
+function runSupportedTest(extensionEnabled) {
+ var supported = gl.getSupportedExtensions();
+ if (supported.indexOf("ANGLE_instanced_arrays") >= 0) {
+ if (extensionEnabled) {
+ testPassed("ANGLE_instanced_arrays listed as supported and getExtension succeeded");
+ } else {
+ testFailed("ANGLE_instanced_arrays listed as supported but getExtension failed");
+ }
+ } else {
+ if (extensionEnabled) {
+ testFailed("ANGLE_instanced_arrays not listed as supported but getExtension succeeded");
+ } else {
+ testPassed("ANGLE_instanced_arrays not listed as supported and getExtension failed -- this is legal");
+ }
+ }
+}
+
+function runDivisorTestDisabled() {
+ debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension disabled");
+
+ var VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE;
+
+ gl.getVertexAttrib(0, VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should not be queryable if extension is disabled");
+}
+
+function runDivisorTestEnabled() {
+ debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension enabled");
+
+ shouldBe("ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE", "0x88FE");
+
+ var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+
+ for (var i = 0; i < max_vertex_attribs; ++i) {
+ var queried_value = gl.getVertexAttrib(i, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
+ if(queried_value == 0){
+ testPassed("Vertex attribute " + i + " must has a default divisor of 0");
+ }
+ else{
+ testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
+ }
+ }
+
+ ext.vertexAttribDivisorANGLE(max_vertex_attribs, 2);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisorANGLE index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
+
+ ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 2);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisorANGLE index set less than MAX_VERTEX_ATTRIBS should succeed");
+
+ var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
+ if(queried_value == 2){
+ testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE matches expecation");
+ }
+ else{
+ testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should be: 2, returned value was: " + queried_value);
+ }
+
+ // Reset vertex attrib divisors so they cannot affect following subtests.
+ ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 0);
+}
+
+function setupCanvas() {
+ canvas.width = 50; canvas.height = 50;
+ gl.viewport(0, 0, canvas.width, canvas.height);
+ gl.clearColor(0, 0, 0, 0);
+
+ program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
+ ext = gl.getExtension("ANGLE_instanced_arrays");
+}
+
+function runOutputTests() {
+ var instanceCount = 4;
+
+ debug("Testing various draws for valid built-in function behavior");
+
+ var offsets = new Float32Array([
+ -1.0, 1.0,
+ 1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0,
+ ]);
+ var offsetBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(offsetLoc);
+ gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
+ ext.vertexAttribDivisorANGLE(offsetLoc, 1);
+
+ var colors = new Float32Array([
+ 1.0, 0.0, 0.0, 1.0, // Red
+ 0.0, 1.0, 0.0, 1.0, // Green
+ 0.0, 0.0, 1.0, 1.0, // Blue
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ // extra data when colorLoc divisor is set back to 0
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ ]);
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+ ext.vertexAttribDivisorANGLE(colorLoc, 1);
+
+ wtu.setupUnitQuad(gl, 0);
+
+ // Draw 1: Regular drawArrays
+ debug("");
+ debug("Testing drawArrays with non-zero divisor");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawArrays when the extension is enabled");
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+
+ // Draw 2: Draw Non-indexed instances
+ debug("");
+ debug("Testing drawArraysInstancedANGLE");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ // Test drawArraysInstancedANGLE error conditions
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, -1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a primcount less than 0");
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, -1, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a count less than 0");
+
+ ext.vertexAttribDivisorANGLE(positionLoc, 1);
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawArraysInstancedANGLE");
+ ext.vertexAttribDivisorANGLE(positionLoc, 0);
+
+ ext.drawArraysInstancedANGLE(gl.POINTS, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with POINTS should succeed");
+ ext.drawArraysInstancedANGLE(gl.LINES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINES should succeed");
+ ext.drawArraysInstancedANGLE(gl.LINE_LIST, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINE_LIST should return succeed");
+ ext.drawArraysInstancedANGLE(gl.TRIANGLE_LIST, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with TRIANGLE_LIST should succeed");
+
+ ext.drawArraysInstancedANGLE(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
+ ext.drawArraysInstancedANGLE(desktopGL['QUADS'], 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUADS should return INVALID_ENUM");
+ ext.drawArraysInstancedANGLE(desktopGL['POLYGON'], 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with POLYGON should return INVALID_ENUM");
+
+ debug("");
+ debug("Testing drawArraysInstancedANGLE with param 'first' > 0");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupQuad(gl, {
+ positionLocation: 0,
+ scale: 0.5
+ });
+ var offsetsHalf = new Float32Array([
+ -0.5, 0.5,
+ 0.5, 0.5,
+ -0.5, -0.5,
+ 0.5, -0.5
+ ]);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW);
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 3, 3, instanceCount);
+ var w = Math.floor(0.25*canvas.width),
+ h = Math.floor(0.25*canvas.height);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
+
+ debug("");
+ debug("Testing drawArraysInstancedANGLE with attributes 'divisor' reset to 0");
+ debug("Correct rendering output: 4 yellow triangles");
+ debug("Possible incorrect rendering output: missing triangles, or triangles with different color at each vertex");
+ ext.vertexAttribDivisorANGLE(colorLoc, 0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 3, 3, instanceCount);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [255, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
+ ext.vertexAttribDivisorANGLE(colorLoc, 1);
+
+ wtu.setupUnitQuad(gl, 0);
+ wtu.setupIndexedQuad(gl, 1, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+
+ // Draw 3: Regular drawElements
+ debug("");
+ debug("Testing drawElements with non-zero divisor");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ // Point to another location in the buffer so that the draw would overflow without the divisor
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 48);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawElements when the extension is enabled");
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+ // Restore the vertex attrib pointer
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+
+ // Draw 4: Draw indexed instances
+ debug("");
+ debug("Testing drawElementsInstancedANGLE");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+
+ // Test drawElementsInstancedANGLE error conditions
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a primcount less than 0");
+
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a count less than 0");
+
+ ext.vertexAttribDivisorANGLE(positionLoc, 1);
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawElementsInstancedANGLE");
+ ext.vertexAttribDivisorANGLE(positionLoc, 0);
+
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with UNSIGNED_BYTE should succeed");
+
+ ext.drawElementsInstancedANGLE(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with POINTS should succeed");
+ ext.drawElementsInstancedANGLE(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINES should succeed");
+ ext.drawElementsInstancedANGLE(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINE_LIST should return succeed");
+ ext.drawElementsInstancedANGLE(gl.TRIANGLE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with TRIANGLE_LIST should succeed");
+
+ ext.drawElementsInstancedANGLE(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
+ ext.drawElementsInstancedANGLE(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUADS should return INVALID_ENUM");
+ ext.drawElementsInstancedANGLE(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with POLYGON should return INVALID_ENUM");
+
+ // Reset vertex attrib divisors so they cannot affect following subtests.
+ ext.vertexAttribDivisorANGLE(colorLoc, 0);
+ ext.vertexAttribDivisorANGLE(offsetLoc, 0);
+}
+
+function runDrawArraysTest(program, first, count, instanceCount, offset)
+{
+ // Get the attribute and uniform locations
+ var positionLoc = gl.getAttribLocation(program, "aPosition");
+ var instancePosLoc = gl.getAttribLocation(program, "aInstancePos");
+ var uniformLoc = gl.getUniformLocation(program, "uOffset");
+
+ // Load the vertex positions
+ var positions = new Float32Array([
+ -1, -1,
+ -1, 0,
+ 0, 0,
+
+ 0, 0,
+ 0, -1,
+ -1, -1,
+
+ 1, -1,
+ 1, 0,
+ 0, 0,
+
+ 0, 0,
+ 0, -1,
+ 1, -1,
+ ]);
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(positionLoc);
+ gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
+
+ // Load the instance positions
+ var instancePositions = new Float32Array([
+ 0, 0,
+ 1, 0
+ ]);
+ var instancePositionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, instancePositionBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, instancePositions, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(instancePosLoc);
+ gl.vertexAttribPointer(instancePosLoc, 2, gl.FLOAT, false, 0, 0);
+
+ // Enable instancing
+ ext.vertexAttribDivisorANGLE(instancePosLoc, 1);
+
+ // Offset
+ gl.uniform3fv(uniformLoc, offset);
+
+ // Do the instanced draw
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, first, count, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE should succeed");
+
+ // Reset vertex attrib divisors so they cannot affect following subtests.
+ ext.vertexAttribDivisorANGLE(instancePosLoc, 0);
+}
+
+function runDrawArraysWithOffsetTest()
+{
+ debug("");
+ debug("Testing that the 'first' parameter to drawArraysInstancedANGLE is only an offset into the non-instanced vertex attributes.");
+ // See: http://crbug.com/457269 and http://crbug.com/447140
+
+ var drawArraysProgram = wtu.setupProgram(gl, ["drawArraysTestVertexShader", "drawArraysTestFragmentShader"]);
+
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ runDrawArraysTest(drawArraysProgram, 0, 6, 2, [0, 0, 0]);
+
+ runDrawArraysTest(drawArraysProgram, 6, 6, 2, [-1, 1, 0]);
+
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
+}
+
+function runUniqueObjectTest()
+{
+ debug("");
+ debug("Testing that getExtension() returns the same object each time");
+ ext = null;
+ gl.getExtension("ANGLE_instanced_arrays").myProperty = 2;
+ webglHarnessCollectGarbage();
+ shouldBe('gl.getExtension("ANGLE_instanced_arrays").myProperty', '2');
+}
+
+function runVAOInstancingInteractionTest()
+{
+ debug("")
+ debug("Testing that ANGLE_instanced_arrays interacts correctly with OES_vertex_array_object if present");
+ // See: https://github.com/KhronosGroup/WebGL/issues/1228
+
+ // Query the extension and store globally so shouldBe can access it
+ vaoext = gl.getExtension("OES_vertex_array_object");
+ if (!vaoext) {
+ testPassed("No OES_vertex_array_object support -- this is legal");
+ return;
+ }
+
+ testPassed("Successfully enabled OES_vertex_array_object extension");
+
+ gl.useProgram(program);
+
+ var positions = new Float32Array([
+ 0.0, 1.0, // Left quad
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 0.0, 1.0,
+ -1.0, -1.0,
+ 0.0, -1.0,
+
+ 1.0, 1.0, // Right quad
+ 0.0, 1.0,
+ 0.0, -1.0,
+ 1.0, 1.0,
+ 0.0, -1.0,
+ 1.0, -1.0
+ ]);
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
+
+ var colors = new Float32Array([
+ 1.0, 0.0, 0.0, 1.0, // Red
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+
+ 0.0, 0.0, 1.0, 1.0, // Blue
+ 0.0, 0.0, 1.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0,
+ ]);
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+
+ // Reset the divisor of the default VAO to 0
+ ext.vertexAttribDivisorANGLE(colorLoc, 0);
+
+ // Set up VAO with an attrib divisor
+ var vao1 = vaoext.createVertexArrayOES();
+ vaoext.bindVertexArrayOES(vao1);
+ {
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.enableVertexAttribArray(positionLoc);
+ gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+ ext.vertexAttribDivisorANGLE(colorLoc, 1);
+
+ gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
+ }
+ vaoext.bindVertexArrayOES(null);
+
+ // Set up VAO with no attrib divisor
+ var vao2 = vaoext.createVertexArrayOES();
+ vaoext.bindVertexArrayOES(vao2);
+ {
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.enableVertexAttribArray(positionLoc);
+ gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+ // Note that no divisor is set here, which implies that it's 0
+
+ gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
+ }
+ vaoext.bindVertexArrayOES(null);
+
+ debug("");
+ debug("Ensure that Vertex Array Objects retain attrib divisors");
+
+ vaoext.bindVertexArrayOES(vao1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 12);
+ // If the divisor is properly managed by the VAO a single red quad will be drawn
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "entire canvas should be red");
+
+ vaoext.bindVertexArrayOES(vao2);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 12);
+ // If the divisor is properly managed by the VAO a red and blue quad will be drawn.
+ wtu.checkCanvasRects(gl, [
+ wtu.makeCheckRect(0, 0, canvas.width * 0.5, canvas.height, [255, 0, 0, 255], "left half of canvas should be red", 1),
+ wtu.makeCheckRect(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height, [0, 0, 255, 255], "right half of canvas should be blue", 1)
+ ]);
+
+ vaoext.bindVertexArrayOES(null);
+}
+
+async function runANGLECorruptionTest()
+{
+ debug("")
+ debug("Testing to ensure that rendering isn't corrupt due to an ANGLE bug");
+ // See: https://code.google.com/p/angleproject/issues/detail?id=467
+
+ setupCanvas();
+
+ var tolerance = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
+ var instanceCount = 10; // Must be higher than 6
+
+ var offsets = new Float32Array([
+ 0.0, 0.0,
+ 0.2, 0.0,
+ 0.4, 0.0,
+ 0.6, 0.0,
+ 0.8, 0.0,
+ 1.0, 0.0,
+ 1.2, 0.0,
+ 1.4, 0.0,
+ 1.6, 0.0,
+ 1.8, 0.0,
+ ]);
+ var offsetBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets.byteLength * 2, gl.STATIC_DRAW);
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, offsets);
+ gl.enableVertexAttribArray(offsetLoc);
+ gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
+ ext.vertexAttribDivisorANGLE(offsetLoc, 1);
+
+ var colors = new Float32Array([
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 1.0, 1.0,
+ 0.0, 0.0, 1.0, 1.0,
+ 1.0, 0.0, 1.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 1.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 1.0, 1.0,
+ ]);
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors.byteLength * 2, gl.STATIC_DRAW);
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, colors);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+ ext.vertexAttribDivisorANGLE(colorLoc, 1);
+
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupUnitQuad(gl, 0);
+
+ const totalIterations = 10;
+ for (let iteration = 0; iteration < totalIterations; ++iteration)
+ {
+ // Update the instanced data buffers outside the accessed range.
+ // This, plus rendering more instances than vertices, triggers the bug.
+ var nullData = new Float32Array(offsets.length);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferSubData(gl.ARRAY_BUFFER, offsets.byteLength, nullData);
+
+ nullData = new Float32Array(colors.length);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferSubData(gl.ARRAY_BUFFER, colors.byteLength, nullData);
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
+
+ // Make sure each color was drawn correctly
+ var i;
+ var passed = true;
+ for (i = 0; i < instanceCount; ++i) {
+ var w = canvas.width / instanceCount;
+ var x = w * i;
+ var color = [colors[(i*4)] * 255, colors[(i*4)+1] * 255, colors[(i*4)+2] * 255, 255]
+
+ wtu.checkCanvasRectColor(
+ gl, x, 0, w, canvas.height, color, tolerance,
+ function() {},
+ function() {
+ passed = false;
+ }, debug);
+ }
+
+ if (passed) {
+ testPassed("Passed test " + iteration + " of " + totalIterations);
+ } else {
+ testFailed("Failed test " + iteration + " of " + totalIterations);
+ break;
+ }
+ await wait();
+ }
+ ext.vertexAttribDivisorANGLE(offsetLoc, 0);
+ ext.vertexAttribDivisorANGLE(colorLoc, 0);
+}
+
+async function runDrawTests(testFn) {
+ function drawArrays(gl) {
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ }
+
+ function drawElements(gl) {
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
+ }
+
+ function drawArraysInstancedANGLE(gl) {
+ const ext = gl.getExtension('ANGLE_instanced_arrays');
+ if (!ext) {
+ return true;
+ }
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, 1);
+ }
+
+ function drawElementsInstancedANGLE(gl) {
+ const ext = gl.getExtension('ANGLE_instanced_arrays');
+ if (!ext) {
+ return true;
+ }
+
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 1);
+ }
+
+ await testFn(drawArrays); // sanity check
+ await testFn(drawElements); // sanity check
+
+ await testFn(drawArraysInstancedANGLE);
+ await testFn(drawElementsInstancedANGLE);
+}
+
+async function runCompositingTests() {
+ const compositingTestFn = createCompositingTestFn({
+ webglVersion: 1,
+ shadersFn(gl) {
+ const vs = `\
+ attribute vec4 position;
+ void main() {
+ gl_Position = position;
+ }
+ `;
+ const fs = `\
+ precision mediump float;
+ void main() {
+ gl_FragColor = vec4(1, 0, 0, 1);
+ }
+ `;
+ return [vs, fs];
+ },
+ });
+ await runDrawTests(compositingTestFn);
+}
+
+async function runInvalidAttribTests(gl) {
+ const invalidAttribTestFn = createInvalidAttribTestFn(gl);
+ await runDrawTests(invalidAttribTestFn);
+}
+
+</script>
+</body>
+</html>