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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>vertexAttribIPointer offsets tests</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="50" height="50">
+There is supposed to be an example drawing here, but it's not important.
+</canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+layout(location=0) in ivec4 aPosition;
+layout(location=1) in vec4 aColor;
+out vec4 vColor;
+void main()
+{
+ gl_Position = vec4(aPosition);
+ vColor = aColor;
+}
+</script>
+
+<script id="vshader_unsigned" type="x-shader/x-vertex">#version 300 es
+layout(location=0) in uvec4 aPosition;
+layout(location=1) in vec4 aColor;
+out vec4 vColor;
+void main()
+{
+ gl_Position = vec4(aPosition);
+ vColor = aColor;
+}
+
+</script>
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+in vec4 vColor;
+layout(location=0) out vec4 oColor;
+void main()
+{
+ oColor = vColor;
+}
+</script>
+
+<script>
+"use strict";
+function init()
+{
+ description("test vertexAttribIPointer offsets work");
+
+ var wtu = WebGLTestUtils;
+ var gl = wtu.create3DContext("example", undefined, 2);
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"]);
+ var program_unsigned = wtu.setupProgram(gl, ["vshader_unsigned", "fshader"]);
+
+ var tests = [
+ { data: new Int32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
+ type: gl.INT,
+ componentSize: 4,
+ },
+ { data: new Uint32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
+ type: gl.UNSIGNED_INT,
+ componentSize: 4,
+ },
+ { data: new Uint16Array([ 0, 32767, 0, 32767, 0, 0, 0, 0, 0 ]),
+ type: gl.SHORT,
+ componentSize: 2,
+ },
+ { data: new Uint16Array([ 0, 65535, 0, 65535, 0, 0, 0, 0, 0 ]),
+ type: gl.UNSIGNED_SHORT,
+ componentSize: 2,
+ },
+ { data: new Uint8Array([ 0, 127, 0, 127, 0, 0, 0, 0, 0 ]),
+ type: gl.BYTE,
+ componentSize: 1,
+ },
+ { data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
+ type: gl.UNSIGNED_BYTE,
+ componentSize: 1,
+ }
+ ];
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, 1024, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+
+ var kNumVerts = 3;
+ var kNumComponents = 3;
+
+ var count = 0;
+ for (var tt = 0; tt < tests.length; ++tt) {
+ var test = tests[tt];
+ for (var oo = 0; oo < 3; ++oo) {
+ for (var ss = 0; ss < 3; ++ss) {
+ var offset = (oo + 1) * test.componentSize;
+ var color = (count % 2) ? [1, 0, 0, 1] : [0, 1, 0, 1];
+ var stride = test.componentSize * kNumComponents + test.componentSize * ss;
+ debug("");
+ debug("check with " + wtu.glEnumToString(gl, test.type) + " at offset: " + offset + " with stride:" + stride);
+ if (test.type == gl.INT || test.type == gl.SHORT || test.type == gl.BYTE) {
+ gl.useProgram(program);
+ } else {
+ gl.useProgram(program_unsigned);
+ }
+ gl.vertexAttrib4fv(1, color);
+ var data = new Uint8Array(test.componentSize * kNumVerts * kNumComponents + stride * (kNumVerts - 1));
+ var view = new Uint8Array(test.data.buffer);
+ var size = test.componentSize * kNumComponents;
+ for (var jj = 0; jj < kNumVerts; ++jj) {
+ var off1 = jj * size;
+ var off2 = jj * stride;
+ for (var zz = 0; zz < size; ++zz) {
+ data[off2 + zz] = view[off1 + zz];
+ }
+ }
+ gl.bufferSubData(gl.ARRAY_BUFFER, offset, data);
+ gl.vertexAttribIPointer(0, 3, test.type, stride, offset);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ var buf = new Uint8Array(50 * 50 * 4);
+ gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+
+ var black = [0, 0, 0, 0];
+ var other = [color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255];
+ var otherMsg = "should be " + ((count % 2) ? "red" : "green")
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, "should be black", 0);
+ wtu.checkCanvasRect(gl, 0, 49, 1, 1, black, "should be black", 0);
+ wtu.checkCanvasRect(gl, 26, 40, 1, 1, other, otherMsg, 0);
+ wtu.checkCanvasRect(gl, 26, 27, 1, 1, other, otherMsg, 0);
+ wtu.checkCanvasRect(gl, 40, 27, 1, 1, other, otherMsg, 0);
+ ++count;
+ }
+ }
+ }
+}
+
+init();
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>