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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-i-render.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-i-render.html | 108 |
1 files changed, 108 insertions, 0 deletions
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> |