diff options
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/attribs')
9 files changed, 698 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/00_test_list.txt b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/00_test_list.txt new file mode 100644 index 0000000000..08ef3bdac8 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/00_test_list.txt @@ -0,0 +1,8 @@ +--min-version 2.0.1 gl-bindAttribLocation-aliasing-inactive.html +gl-vertex-attrib.html +gl-vertex-attrib-i-render.html +--min-version 2.0.1 gl-vertex-attrib-normalized-int.html +gl-vertexattribipointer.html +gl-vertexattribipointer-offsets.html +--min-version 2.0.1 invalid-vertex-attribs.html +--min-version 2.0.1 render-no-enabled-attrib-arrays.html diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-bindAttribLocation-aliasing-inactive.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-bindAttribLocation-aliasing-inactive.html new file mode 100644 index 0000000000..abbbc43d6a --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-bindAttribLocation-aliasing-inactive.html @@ -0,0 +1,55 @@ +<!-- +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 src="../../js/tests/gl-bindattriblocation-aliasing.js"></script> +<title>bindAttribLocation with aliasing - inactive attributes</title> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas> +<script id="vertexShaderStaticallyUsedButInactive" type="text/something-not-javascript">#version 300 es +precision mediump float; +in $(type_1) a_1; +in $(type_2) a_2; +void main() { + gl_Position = true ? $(gl_Position_1) : $(gl_Position_2); +} +</script> +<script id="vertexShaderUnused" type="text/something-not-javascript">#version 300 es +precision mediump float; +in $(type_1) a_1; +in $(type_2) a_2; +void main() { + gl_Position = vec4(0.0); +} +</script> +<script> +"use strict"; +description("This test verifies combinations of valid inactive attributes cannot be bound to the same location with bindAttribLocation. GLSL ES 3.00.6 section 12.46."); +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, {antialias: false}, 2); +var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShaderESSL300, gl.FRAGMENT_SHADER); + +debug("Testing with shader that has statically used but inactive attributes."); +runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderStaticallyUsedButInactive')); + +debug(""); +debug("Testing with shader that has entirely unused attributes."); +runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderUnused')); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> 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> diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-normalized-int.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-normalized-int.html new file mode 100644 index 0000000000..e1e24be608 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib-normalized-int.html @@ -0,0 +1,80 @@ +<!-- +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> + <title>WebGL 2 Normalized Vertex Attributes Conformance Test</title> + <meta charset="utf-8"> + <link rel="stylesheet" href="../../resources/js-test-style.css"/> +</head> +<body> + <canvas width=1 height=1></canvas> + <div id="description"></div> + <div id="console"></div> + <script id="vertex-shader" type="x-shader/x-vertex">#version 300 es + layout(location = 0) in vec3 vertex; + + out float normAttrib; + + void main(void) { + gl_Position = vec4(vertex.xy, 0, 1); + normAttrib = vertex.z; + } + </script> + <script id="fragment-shader" type="x-shader/x-fragment">#version 300 es + in lowp float normAttrib; + + layout(location=0) out lowp vec4 fragColor; + + void main(void) { + fragColor = vec4(vec3(normAttrib == -1.0 ? 1.0 : 0.0), 1); + } + </script> + <script src="../../js/js-test-pre.js"></script> + <script src="../../js/webgl-test-utils.js"></script> + <script> + (function () { + 'use strict'; + + var wtu = WebGLTestUtils; + + var gl = wtu.create3DContext(document.querySelector('canvas'), null, 2); + + var program = wtu.setupProgram(gl, ['vertex-shader', 'fragment-shader']); + + gl.useProgram(program); + + var buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, new Int8Array([ + // Here we set the third component (the one that's actually tested) + // to (MIN_INT + 1). If non-zero-preserving rules are used, it'll be + // converted to a float that's slightly greater than -1. If zero-preserving + // rules are used, as the GLES 3 spec requires, result of conversion + // should be exactly -1. + -0x80, 0x7f, -0x7f, + 0x7f, 0x7f, -0x7f, + -0x80, -0x7f, -0x7f, + -0x80, -0x7f, -0x7f, + 0x7f, 0x7f, -0x7f, + 0x7f, -0x80, -0x7f + ]), gl.STATIC_DRAW); + + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.BYTE, true, 0, 0); + + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 6); + + wtu.checkCanvas(gl, [255, 255, 255, 255], "should be opaque white"); + }()); + </script> + <script> + description('Verify that conversion of normalized signed int attributes to floats uses zero-preserving rule.'); + window.successfullyParsed = true; + </script> + <script src="../../js/js-test-post.js"></script> +</body> +</html> diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib.html new file mode 100644 index 0000000000..1d12f088d1 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertex-attrib.html @@ -0,0 +1,28 @@ +<!-- +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 vertexAttrib Conformance 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> +<div id="description"></div> +<div id="console"></div> +<canvas id="canvas" width="2" height="2"> </canvas> + +<script> +var contextVersion = 2; +</script> +<script src="../../js/tests/gl-vertex-attrib.js"></script> + +<script src="../../js/js-test-post.js"></script> +</body> +</html> diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertexattribipointer-offsets.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertexattribipointer-offsets.html new file mode 100644 index 0000000000..37f6554647 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertexattribipointer-offsets.html @@ -0,0 +1,154 @@ +<!-- +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> diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertexattribipointer.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertexattribipointer.html new file mode 100644 index 0000000000..ecefc6d4e0 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/gl-vertexattribipointer.html @@ -0,0 +1,126 @@ +<!-- +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 vertexAttribIPointer Conformance 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> +<div id="description"></div> +<div id="console"></div> +<canvas id="canvas" width="2" height="2"> </canvas> +<script> +"use strict"; +description("This test checks vertexAttribIPointer behaviors in WebGL 2."); + +debug(""); +debug("Canvas.getContext"); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("canvas", undefined, 2); +if (!gl) { + testFailed("context does not exist"); +} else { + testPassed("context exists"); + + debug(""); + debug("Checking gl.vertexAttribIPointer."); + + gl.vertexAttribIPointer(0, 3, gl.INT, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "vertexAttribIPointer should succeed if no buffer is bound and offset is zero"); + + gl.vertexAttribIPointer(0, 3, gl.INT, 0, 12); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, + "vertexAttribIPointer should fail if no buffer is bound and offset is non-zero"); + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, new Int32Array(0), gl.STATIC_DRAW); + + gl.vertexAttribIPointer(0, 1, gl.FLOAT, 0, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, + "vertexAttribIPointer should not support FLOAT"); + + var checkVertexAttribIPointer = function( + gl, err, reason, size, type, stride, offset) { + gl.vertexAttribIPointer(0, size, type, stride, offset); + wtu.glErrorShouldBe(gl, err, + "gl.vertexAttribIPointer(0, " + size + + ", gl." + wtu.glEnumToString(gl, type) + + ", " + stride + + ", " + offset + + ") should " + (err == gl.NO_ERROR ? "succeed " : "fail ") + reason); + } + + var types = [ + { type:gl.BYTE, bytesPerComponent: 1 }, + { type:gl.UNSIGNED_BYTE, bytesPerComponent: 1 }, + { type:gl.SHORT, bytesPerComponent: 2 }, + { type:gl.UNSIGNED_SHORT, bytesPerComponent: 2 }, + { type:gl.INT, bytesPerComponent: 4 }, + { type:gl.UNSIGNED_INT, bytesPerComponent: 4 }, + ]; + + for (var ii = 0; ii < types.length; ++ii) { + var info = types[ii]; + debug(""); + for (var size = 1; size <= 4; ++size) { + debug(""); + debug("checking: " + wtu.glEnumToString(gl, info.type) + " with size " + size); + var bytesPerElement = size * info.bytesPerComponent; + var offsetSet = [ + 0, + 1, + info.bytesPerComponent - 1, + info.bytesPerComponent, + info.bytesPerComponent + 1, + info.bytesPerComponent * 2]; + for (var jj = 0; jj < offsetSet.length; ++jj) { + var offset = offsetSet[jj]; + for (var kk = 0; kk < offsetSet.length; ++kk) { + var stride = offsetSet[kk]; + var err = gl.NO_ERROR; + var reason = "" + if (offset % info.bytesPerComponent != 0) { + reason = "because offset is bad"; + err = gl.INVALID_OPERATION; + } + if (stride % info.bytesPerComponent != 0) { + reason = "because stride is bad"; + err = gl.INVALID_OPERATION; + } + checkVertexAttribIPointer( + gl, err, reason, size, info.type, stride, offset); + } + var stride = Math.floor(255 / info.bytesPerComponent) * info.bytesPerComponent; + + if (offset == 0) { + checkVertexAttribIPointer( + gl, gl.NO_ERROR, "at stride limit", + size, info.type, stride, offset); + checkVertexAttribIPointer( + gl, gl.INVALID_VALUE, "over stride limit", + size, info.type, stride + info.bytesPerComponent, offset); + } + } + } + } +} + +debug(""); +var successfullyParsed = true; + +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/invalid-vertex-attribs.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/invalid-vertex-attribs.html new file mode 100644 index 0000000000..8f9f975001 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/invalid-vertex-attribs.html @@ -0,0 +1,73 @@ +<!-- +Copyright (c) 2022 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>WebGL2 draw functions have expected behavior with invalid vertex attribs</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> +<script src="../../js/tests/invalid-vertex-attrib-test.js"></script> +<style> +body { + height: 3000px; +} +</style> +</head> +<body> +<!-- Important to put the canvas at the top so that it's always visible even in the test suite runner. + Otherwise it just doesn't get composited in Firefox. --> +<div id="description"></div> +<canvas id="canvas" width="16" height="16"> </canvas> +<div id="console"></div> +<script> +"use strict"; + +description(`\ +This test ensures WebGL implementations correctly generate INVALID_OPERATION +when an attribute is enabled but no buffer is bound`); +debug(""); + +const wtu = WebGLTestUtils; +const gl = wtu.create3DContext('canvas', undefined, 2); + +async function runInvalidAttribTests() { + const invalidAttribTestFn = createInvalidAttribTestFn(gl); + + function drawArrays(gl) { + gl.drawArrays(gl.TRIANGLES, 0, 6); + } + + function drawElements(gl) { + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0); + } + + function drawArraysInstanced(gl) { + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, 1); + } + + function drawElementsInstanced(gl) { + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 1); + } + + function drawRangeElements(gl) { + gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_BYTE, 0); + } + + await invalidAttribTestFn(drawArrays); + await invalidAttribTestFn(drawElements); + await invalidAttribTestFn(drawArraysInstanced); + await invalidAttribTestFn(drawElementsInstanced); + await invalidAttribTestFn(drawRangeElements); + finishTest(); +} +runInvalidAttribTests(); + +var successfullyParsed = true; +</script> +</body> +</html> diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/render-no-enabled-attrib-arrays.html b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/render-no-enabled-attrib-arrays.html new file mode 100644 index 0000000000..841119fecb --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/attribs/render-no-enabled-attrib-arrays.html @@ -0,0 +1,66 @@ +<!-- +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> +<title>Verify drawing without any enabled vertex attribute arrays</title> +<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 vec4 inColor; +out vec4 varyingColor; +void main() +{ + varyingColor = inColor; + gl_Position = vec4(0.0, 0.0, 0.0, 1.0); + gl_PointSize = 1.0; +} +</script> +<script id='fshader' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +in vec4 varyingColor; +layout(location=0) out vec4 oColor; +void main() +{ + oColor = varyingColor; +} +</script> +<script> +"use strict"; + +function runTest() { + var wtu = WebGLTestUtils; + var gl = wtu.create3DContext("testCanvas", undefined, 2); + if (!gl) { + testFailed('could not create context'); + return; + } + var program = wtu.setupProgram(gl, ['vshader', 'fshader']); + gl.disableVertexAttribArray(0); + gl.vertexAttrib4f(0, 0.0, 1.0, 0.0, 1.0); + gl.clearColor(1, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.drawArrays(gl.POINTS, 0, 1); + wtu.checkCanvas(gl, [ 0, 255, 0, 255 ], "Canvas should be covered by a single green point"); +} +</script> +</head> +<body> +<canvas id="testCanvas" width="1" height="1" style="width: 32px; height: 32px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description(); +runTest(); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |