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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 More than 65536 indices.</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="1" height="1" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vs" type="text/something-not-javascript">
+attribute vec4 vPosition;
+attribute vec4 vColor;
+varying vec4 color;
+void main() {
+ gl_Position = vPosition;
+ gl_PointSize = 1.0;
+ color = vColor;
+}
+</script>
+<script id="fs" type="text/something-not-javascript">
+precision mediump float;
+varying vec4 color;
+void main() {
+ gl_FragColor = color;
+}
+</script>
+<script>
+"use strict";
+description("checks that rendering with more than 65536 indices works.");
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("example");
+var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]);
+var bufferObjects = wtu.setupUnitQuad(gl, 0, 1);
+
+gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[0]);
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ -1, 1,
+ 1, 1,
+ -1, -1,
+ 1, -1,
+ -1, 1,
+ 1, 1,
+ -1, -1,
+ 1, -1]), gl.STATIC_DRAW);
+gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[1]);
+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, true, 0, 0);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
+
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
+var numQuads = Math.floor(65536 / 6) + 4;
+var numPoints = numQuads * 6;
+debug("numQuads: " + numQuads);
+debug("numPoints: " + numPoints);
+var indexBuf = new ArrayBuffer(numPoints);
+var indices = new Uint8Array(indexBuf);
+var indexBuffer = gl.createBuffer();
+gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
+
+var modes = [
+ {mode: 'POINTS', offsets: [0, 1, 2, 3, 2, 1], skip: 0},
+ {mode: 'LINES', offsets: [0, 1, 2, 3, 2, 1], skip: 0},
+ {mode: 'LINE_LOOP', offsets: [0, 1, 2, 3, 2, 1], skip: 1},
+ {mode: 'LINE_STRIP', offsets: [0, 1, 2, 3, 2, 1], skip: 0},
+ {mode: 'TRIANGLES', offsets: [0, 1, 2, 3, 2, 1], skip: 0},
+ {mode: 'TRIANGLE_STRIP', offsets: [0, 1, 2, 3, 2, 1], skip: 0},
+ {mode: 'TRIANGLE_FAN', offsets: [0, 1, 3, 2, 2, 1], skip: 1}
+];
+
+for (var mm = 0; mm < modes.length; ++mm) {
+ var modeInfo = modes[mm];
+ var mode = modeInfo.mode;
+ var offsets = modeInfo.offsets;
+ var skip = modeInfo.skip;
+
+ for (var ii = 0; ii < numQuads; ++ii) {
+ var offset = ii * 6;
+ var quad = (ii == 0 || ii == (numQuads - 1)) ? 4 : 0;
+ for (var jj = 0; jj < 6; ++jj) {
+ indices[offset + jj] = quad + offsets[jj];
+ }
+ }
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ debug("");
+ debug("testing: " + mode);
+ // Draw without last 6 points.
+ gl.drawElements(gl[mode], numPoints - (skip + 1) * 6, gl.UNSIGNED_BYTE, skip * 6);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red.");
+ // Draw with last 6 points.
+ gl.drawElements(gl[mode], numPoints, gl.UNSIGNED_BYTE, 0);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green.");
+}
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>
+
+