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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-i-render.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-i-render.html
new file mode 100644
index 0000000000..5fcbc786fe
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-i-render.html
@@ -0,0 +1,108 @@
+<!--
+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/x-vertex'>#version 300 es
+layout(location=0) in ivec2 p;
+layout(location=1) in ivec4 a;
+void main()
+{
+ gl_Position = vec4(p.x + a.x + a.y + a.z + a.w, p.y, 0.0, 10.0);
+}
+</script>
+<script id='vshader_unsigned' type='x-shader/x-vertex'>#version 300 es
+layout(location=0) in ivec2 p;
+layout(location=1) in uvec4 a;
+void main()
+{
+ gl_Position = vec4(p.x + int(a.x + a.y + a.z + a.w), p.y, 0.0, 10.0);
+}
+</script>
+<script id='fshader' type='x-shader/x-fragment'>#version 300 es
+precision mediump float;
+layout(location=0) out vec4 oColor;
+void main()
+{
+ oColor = 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 }, 2);
+ if (!gl) {
+ testFailed('could not create context');
+ return;
+ }
+ var program = wtu.setupProgram(gl, ['vshader', 'fshader']);
+ var program_unsigned = wtu.setupProgram(gl, ['vshader_unsigned', 'fshader']);
+
+ gl.enableVertexAttribArray(0);
+ var pos = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, pos);
+ gl.bufferData(gl.ARRAY_BUFFER, new Int32Array([-10, -10, 10, -10, -10, 10, 10, 10]), gl.STATIC_DRAW);
+
+ gl.vertexAttribIPointer(0, 2, gl.INT, 4 * 2, 0);
+
+ debug('Test vertexAttribI4[ui][v] by setting different combinations that add up to 15 and use that when rendering.');
+ var vals = [[2, -3, 6, 10], [1, 3, 1, 10], [-10, 3, 2, 20], [5, 6, 2, 2]];
+ var tests = ['vertexAttribI4i', 'vertexAttribI4ui', 'vertexAttribI4iv', 'vertexAttribI4uiv'];
+
+ for (var ii = 0; ii < 4; ++ii) {
+ if (ii % 2 == 0) {
+ gl.useProgram(program);
+ } else {
+ gl.useProgram(program_unsigned);
+ }
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ if (ii < 2) {
+ gl[tests[ii]](1, vals[ii][0], vals[ii][1], vals[ii][2], vals[ii][3]);
+ } else {
+ gl[tests[ii]](1, vals[ii]);
+ }
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+
+ if (checkRedPortion(gl, 50, 50 * 0.7, 50 * 0.8)) {
+ testPassed('Attribute of ' + tests[ii] + ' was set correctly');
+ } else {
+ testFailed('Attribute of ' + tests[ii] + ' 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 for vertexAttribI* works.');
+runTest();
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>