diff options
Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-with-changing-start-vertex-bug.html | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-with-changing-start-vertex-bug.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-with-changing-start-vertex-bug.html new file mode 100644 index 0000000000..8b8dc71f59 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/draw-with-changing-start-vertex-bug.html @@ -0,0 +1,114 @@ +<!-- +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. +--> + +<!-- +This bug would occur after the app would render several times with the +same vertex attributes and buffers, but using a different start offset. +One of the buffers would likely have to be DYNAMIC. + +See http://anglebug.com/1327 and http://crbug.com/594509 +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>Draw with changing start vertex 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="canvas" width="16" height="16"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute mediump vec4 position; +attribute mediump vec4 test; +attribute mediump vec4 expected; +varying mediump vec4 color; +void main(void) +{ + gl_Position = position; + vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0); + color = vec4(lessThanEqual(abs(test - expected), threshold)); +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +varying mediump vec4 color; +void main(void) +{ + gl_FragColor = color; +} +</script> + +<script> +"use strict"; +description("Test calling drawArrays with repeatedly with a different start vertex"); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas1"); +var gl = wtu.create3DContext(canvas); + +var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position", "test", "expected"]); + +var vertexCount = 24; +var testData = new Float32Array(vertexCount); + +for (var index = 0; index < vertexCount; ++index) { + testData[index] = index; +} + +var quadData = new Float32Array(14) +quadData[0] = -1.0; quadData[1] = 1.0; +quadData[2] = -1.0; quadData[3] = -1.0; +quadData[4] = 1.0; quadData[5] = -1.0; +quadData[6] = -1.0; quadData[7] = 1.0; +quadData[8] = 1.0; quadData[9] = -1.0; +quadData[10] = 1.0; quadData[11] = 1.0; +quadData[12] = 0.0; quadData[13] = 0.0; + +var quadBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer); +gl.bufferData(gl.ARRAY_BUFFER, quadData, gl.STATIC_DRAW); +gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); +gl.enableVertexAttribArray(0); + +// Must be STATIC to trigger the bug. +var testBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, testBuffer); +gl.bufferData(gl.ARRAY_BUFFER, testData, gl.STATIC_DRAW); +gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); +gl.enableVertexAttribArray(1); + +// Must be DYNAMIC to trigger the bug. +var expectedBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, expectedBuffer); +gl.bufferData(gl.ARRAY_BUFFER, testData, gl.DYNAMIC_DRAW); +gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); +gl.enableVertexAttribArray(2); + +function check() { + wtu.checkCanvas(gl, [255, 255, 255, 255], "should be white"); +} + +gl.drawArrays(gl.TRIANGLES, 0, 6); +check() + +gl.drawArrays(gl.TRIANGLES, 0, 6); +check() + +gl.drawArrays(gl.TRIANGLES, 1, 6); +check() + +debug(""); +var successfullyParsed = true; +</script> + +<script src="../../js/js-test-post.js"></script> +</body> +</html> |