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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 Conformance Tests: Vertex Attribute Type Match</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/desktop-gl-constants.js"></script>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
+<div id="console"></div>
+<!-- Shaders for testing instanced draws -->
+<script id="outputVertexShader" type="x-shader/x-vertex">#version 300 es
+in vec4 aPosition;
+in ivec2 aOffsetI;
+in uvec2 aOffsetU;
+in vec4 aColor;
+out vec4 vColor;
+void main() {
+ vColor = aColor;
+ vec2 offset = vec2(float(aOffsetI.x) + float(aOffsetU.x),
+ float(aOffsetI.y) + float(aOffsetU.y));
+ gl_Position = aPosition + vec4(offset, 0.0, 0.0);
+}
+</script>
+
+<script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+in vec4 vColor;
+out vec4 fragColor;
+void main() {
+ fragColor = vColor;
+}
+</script>
+
+<script id='vshader_inactive_attrib' type='x-shader/x-vertex'>#version 300 es
+in ivec4 p;
+in ivec4 a;
+void main()
+{
+ gl_Position = vec4(p);
+}
+</script>
+<script id='vshader_active_attrib_int' type='x-shader/x-vertex'>#version 300 es
+in ivec4 p;
+in ivec4 a;
+in uvec4 b;
+void main()
+{
+ gl_Position = vec4(p) + vec4(a) + vec4(b);
+}
+</script>
+<script id='vshader_active_attrib_float' type='x-shader/x-vertex'>#version 300 es
+in vec4 p;
+in vec4 a;
+in vec4 c;
+void main()
+{
+ gl_Position = vec4(p) + vec4(a) + vec4(c);
+}
+</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";
+description("This test verifies an active vertex attribute's base type has to match the verexAttrib function type.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ testGenericAttribs();
+ runTests();
+}
+
+function testGenericAttribs() {
+ debug("");
+ debug("Test Generic Vertex Attributes for some corner cases");
+
+ var pIndex = 2;
+ var aIndex = 3;
+ var bIndex = 4;
+ var cIndex = 5;
+ var program0 = wtu.setupProgram(gl, ["vshader_inactive_attrib", "fshader"],
+ ['p', 'a'], [pIndex, aIndex]);
+ var program1 = wtu.setupProgram(gl, ["vshader_active_attrib_int", "fshader"],
+ ['p', 'a', 'b'], [pIndex, aIndex, bIndex]);
+ var program2 = wtu.setupProgram(gl, ["vshader_active_attrib_float", "fshader"],
+ ['p', 'a', 'c'], [pIndex, aIndex, cIndex]);
+ if (!program0 || !program1 || !program2) {
+ testFailed("Set up program failed");
+ return;
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up");
+
+ wtu.setupUnitQuad(gl, 0);
+
+ debug("Inactive input in vertex shader");
+ gl.useProgram(program0);
+ gl.vertexAttribI4i(pIndex, 1, 0, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays succeeds: type in shader mismatch default vertex type is valid for inactive attrib");
+
+ gl.vertexAttrib4f(aIndex, 0.0, 1.0, 0.0, 0.0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays succeeds: type in shader mismatch vertexAttrib type is valid for inactive attrib");
+
+ debug("active int/uint inputs in vertex shader");
+ gl.useProgram(program1);
+ gl.vertexAttribI4i(pIndex, 1, 0, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Type mismatch: type in shader mismatch the default type for a vertex attrib");
+ gl.vertexAttribI4i(aIndex, 0, 1, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Type mismatch: type in shader mismatch the default type for a vertex attrib");
+ gl.vertexAttribI4ui(bIndex, 0, 0, 1, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays succeeds");
+
+ debug("active float input in vertex shader");
+ gl.useProgram(program2);
+ gl.vertexAttrib4f(pIndex, 1.0, 0.0, 0.0, 0.0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Type mismatch: generic attrib is valid per context. 'a' is set to int type by previous test case");
+ gl.vertexAttrib4f(aIndex, 0.0, 1.0, 0.0, 0.0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays succeeds: default type of generic attrib is float");
+}
+
+function setupAttribValues(offsetILoc, offsetULoc, colorLoc) {
+ gl.vertexAttribI4i(offsetILoc, -1, -2, 0, 0);
+ gl.vertexAttribI4ui(offsetULoc, 1, 2, 0, 0);
+ gl.vertexAttrib4f(colorLoc, 1.0, 0, 0, 1.0);
+}
+
+function setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer) {
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetIBuffer);
+ gl.vertexAttribIPointer(offsetILoc, 2, gl.INT, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetUBuffer);
+ gl.vertexAttribIPointer(offsetULoc, 2, gl.UNSIGNED_INT, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+}
+
+function runTests() {
+ debug("");
+ debug("Test vertexAttrib with drawArrays and drawArraysInstanced");
+
+ var instanceCount = 4;
+
+ var positionLoc = 0;
+ var offsetILoc = 2;
+ var offsetULoc = 3;
+ var colorLoc = 4;
+ var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"],
+ ['aPosition', 'aOffsetI', 'aOffsetU','aColor'],
+ [positionLoc, offsetILoc, offsetULoc, colorLoc]);
+ if (!program) {
+ testFailed("Set up program failed");
+ return;
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up");
+
+ wtu.setupUnitQuad(gl, 0);
+
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
+
+ debug("int type function on uint type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4i(offsetULoc, 1, 2, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("float type function on uint type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttrib4f(offsetULoc, 1.0, 2.0, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("uint type function on int type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4ui(offsetILoc, 1, 2, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("float type function on int type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttrib4f(offsetILoc, 1.0, 2.0, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("int type function on float type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4i(colorLoc, 1, 0, 0, 1);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("uint type function on float type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4ui(colorLoc, 1, 0, 0, 1);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("");
+ debug("Test vertexAttrib with drawElements, drawRangeElements, and drawElementsInstanced");
+ wtu.setupIndexedQuad(gl, 1, 0);
+
+ debug("Correct setup");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawRangeElements succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
+
+ debug("int type function on uint type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4i(offsetULoc, 1, 2, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("float type function on uint type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttrib4f(offsetULoc, 1.0, 2.0, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("uint type function on int type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4ui(offsetILoc, 1, 2, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("float type function on int type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttrib4f(offsetILoc, 1.0, 2.0, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("int type function on float type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4i(colorLoc, 1, 0, 0, 1);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("uint type function on float type attrib");
+ setupAttribValues(offsetILoc, offsetULoc, colorLoc);
+ gl.vertexAttribI4ui(colorLoc, 1, 0, 0, 1);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+
+ var offsetIBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetIBuffer);
+ var offsetI = new Int32Array([-1, -2,
+ -1, -2,
+ -1, -2,
+ -1, -2,
+ -1, -2,
+ -1, -2]);
+ gl.bufferData(gl.ARRAY_BUFFER, offsetI, gl.STATIC_DRAW);
+
+ var offsetUBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetUBuffer);
+ var offsetU = new Uint32Array([1, 2,
+ 1, 2,
+ 1, 2,
+ 1, 2,
+ 1, 2,
+ 1, 2]);
+ gl.bufferData(gl.ARRAY_BUFFER, offsetU, gl.STATIC_DRAW);
+
+ var offsetFBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetFBuffer);
+ var offsetF = new Float32Array([1.0, 2.0,
+ 1.0, 2.0,
+ 1.0, 2.0,
+ 1.0, 2.0,
+ 1.0, 2.0,
+ 1.0, 2.0]);
+ gl.bufferData(gl.ARRAY_BUFFER, offsetF, gl.STATIC_DRAW);
+
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ var colors = new Float32Array([0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0]);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+
+ var colorUBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorUBuffer);
+ var colorsU = new Uint32Array([0, 1, 0, 1,
+ 0, 1, 0, 1,
+ 0, 1, 0, 1,
+ 0, 1, 0, 1,
+ 0, 1, 0, 1,
+ 0, 1, 0, 1]);
+ gl.bufferData(gl.ARRAY_BUFFER, colorsU, gl.STATIC_DRAW);
+
+ gl.enableVertexAttribArray(offsetILoc);
+ gl.enableVertexAttribArray(offsetULoc);
+ gl.enableVertexAttribArray(colorLoc);
+
+ debug("");
+ debug("Test vertexAttrib{I}Pointer with drawArrays and drawArraysInstanced");
+ wtu.setupUnitQuad(gl, 0);
+
+ debug("Correct setup");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [0, 255, 0, 255]);
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [0, 255, 0, 255]);
+
+ debug("vertexAttribIPointer with int type on uint type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetIBuffer);
+ gl.vertexAttribIPointer(offsetULoc, 2, gl.INT, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribPointer on uint type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetFBuffer);
+ gl.vertexAttribPointer(offsetULoc, 2, gl.FLOAT, false, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("VertexAttribIPointer with uint type on int type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetUBuffer);
+ gl.vertexAttribIPointer(offsetILoc, 2, gl.UNSIGNED_INT, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribPointer on int type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetFBuffer);
+ gl.vertexAttribPointer(offsetILoc, 2, gl.FLOAT, false, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribIPointer with uint type on float type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorUBuffer);
+ gl.vertexAttribIPointer(colorLoc, 4, gl.UNSIGNED_INT, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribIPointer with int type on float type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorUBuffer);
+ gl.vertexAttribIPointer(colorLoc, 4, gl.INT, 0, 0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("");
+ debug("Test vertexAttrib{I}Pointer with drawElements, drawRangeElements, and drawElementsInstanced");
+ wtu.setupIndexedQuad(gl, 1, 0);
+
+ debug("Correct setup");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up succeeds");
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [0, 255, 0, 255]);
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawRangeElements succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [0, 255, 0, 255]);
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced succeeds");
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [0, 255, 0, 255]);
+
+ debug("vertexAttribIPointer with int type on uint type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetIBuffer);
+ gl.vertexAttribIPointer(offsetULoc, 2, gl.INT, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribPointer on uint type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetFBuffer);
+ gl.vertexAttribPointer(offsetULoc, 2, gl.FLOAT, false, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("VertexAttribIPointer with uint type on int type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetUBuffer);
+ gl.vertexAttribIPointer(offsetILoc, 2, gl.UNSIGNED_INT, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribPointer on int type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetFBuffer);
+ gl.vertexAttribPointer(offsetILoc, 2, gl.FLOAT, false, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribIPointer with uint type on float type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorUBuffer);
+ gl.vertexAttribIPointer(colorLoc, 4, gl.UNSIGNED_INT, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+
+ debug("vertexAttribIPointer with int type on float type attrib");
+ setupAttribPointers(offsetILoc, offsetULoc, colorLoc,
+ offsetIBuffer, offsetUBuffer, colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorUBuffer);
+ gl.vertexAttribIPointer(colorLoc, 4, gl.INT, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "type mismatch");
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>