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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 Uint element indices 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>
+
+<script id="vs" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+attribute vec4 vColor;
+varying vec4 color;
+void main() {
+ gl_Position = vPosition;
+ color = vColor;
+}
+</script>
+<script id="fs" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 color;
+void main() {
+ gl_FragColor = color;
+}
+</script>
+<script id="vsCheckOutOfBounds" type="x-shader/x-vertex">
+ precision mediump float;
+ attribute vec2 position;
+ attribute vec4 vecRandom;
+ varying vec4 v_color;
+
+ // Per the spec, each component can either contain existing contents
+ // of the buffer or 0.
+ bool testFloatComponent(float component) {
+ return (component == 0.2 || component == 0.0);
+ }
+ // The last component is additionally allowed to be 1.0.
+ bool testLastFloatComponent(float component) {
+ return testFloatComponent(component) || component == 1.0;
+ }
+
+ void main() {
+ if (testFloatComponent(vecRandom.x) &&
+ testFloatComponent(vecRandom.y) &&
+ testFloatComponent(vecRandom.z) &&
+ testLastFloatComponent(vecRandom.w)) {
+ v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- Out of range
+ } else {
+ v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value
+ }
+ gl_Position = vec4(position, 0.0, 1.0);
+ }
+</script>
+
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description("This test verifies the functionality of the Uint element indices.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var gl = null;
+var canvas = null;
+
+// Test both STATIC_DRAW and DYNAMIC_DRAW as a regression test
+// for a bug in ANGLE which has since been fixed.
+for (var ii = 0; ii < 2; ++ii) {
+ canvas = document.createElement("canvas");
+ canvas.width = 50;
+ canvas.height = 50;
+
+ gl = wtu.create3DContext(canvas, null, 2);
+
+ if (!gl) {
+ testFailed("WebGL context does not exist");
+ } else {
+ testPassed("WebGL context exists");
+
+ var drawType = (ii == 0) ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;
+ debug("Testing " + ((ii == 0) ? "STATIC_DRAW" : "DYNAMIC_DRAW"));
+
+ runDrawTests(drawType);
+
+ // These tests are tweaked duplicates of the buffers/index-validation* tests
+ // using unsigned int indices to ensure that behavior remains consistent
+ runIndexValidationTests(drawType);
+ runIndexOutOfRangeTests(drawType);
+ runResizedBufferTests(drawType);
+ runCrashWithBufferSubDataTests(drawType);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+ }
+}
+
+function runDrawTests(drawType) {
+ debug("Test that draws with unsigned integer indices produce the expected results");
+
+ canvas.width = 50; canvas.height = 50;
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ var program = wtu.setupNoTexCoordTextureProgram(gl);
+
+ function setupDraw(s) {
+ // Create a vertex buffer that cannot be fully indexed via shorts
+ var quadArrayLen = 65537 * 3;
+ var quadArray = new Float32Array(quadArrayLen);
+
+ // Leave all but the last 4 values zero-ed out
+ var idx = quadArrayLen - 12;
+
+ // Initialized the last 4 values to a quad
+ quadArray[idx++] = 1.0 * s;
+ quadArray[idx++] = 1.0 * s;
+ quadArray[idx++] = 0.0;
+
+ quadArray[idx++] = -1.0 * s;
+ quadArray[idx++] = 1.0 * s;
+ quadArray[idx++] = 0.0;
+
+ quadArray[idx++] = -1.0 * s;
+ quadArray[idx++] = -1.0 * s;
+ quadArray[idx++] = 0.0;
+
+ quadArray[idx++] = 1.0 * s;
+ quadArray[idx++] = -1.0 * s;
+ quadArray[idx++] = 0.0;
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, quadArray, drawType);
+
+ // Create an unsigned int index buffer that indexes the last 4 vertices
+ var baseIndex = (quadArrayLen / 3) - 4;
+
+ var indexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([
+ baseIndex + 0,
+ baseIndex + 1,
+ baseIndex + 2,
+ baseIndex + 2,
+ baseIndex + 3,
+ baseIndex + 0]), drawType);
+
+ var opt_positionLocation = 0;
+ gl.enableVertexAttribArray(opt_positionLocation);
+ gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
+ };
+ function readLocation(x, y) {
+ var pixels = new Uint8Array(1 * 1 * 4);
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+ return pixels;
+ };
+ function testPixel(blockList, allowList) {
+ function testList(list, expected) {
+ for (var n = 0; n < list.length; n++) {
+ var l = list[n];
+ var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2;
+ var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2;
+ var source = readLocation(x, y);
+ if (Math.abs(source[0] - expected) > 2) {
+ return false;
+ }
+ }
+ return true;
+ }
+ return testList(blockList, 0) && testList(allowList, 255);
+ };
+ function verifyDraw(drawNumber, s) {
+ gl.clearColor(1.0, 1.0, 1.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
+
+ var blockList = [];
+ var allowList = [];
+ var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0];
+ for (var n = 0; n < points.length; n++) {
+ if (points[n] <= s) {
+ blockList.push(points[n]);
+ } else {
+ allowList.push(points[n]);
+ }
+ }
+ if (testPixel(blockList, allowList)) {
+ testPassed("Draw " + drawNumber + " passed pixel test");
+ } else {
+ testFailed("Draw " + drawNumber + " failed pixel test");
+ }
+ };
+
+ setupDraw(0.5);
+ verifyDraw(0, 0.5);
+}
+
+function runIndexValidationTests(drawType) {
+ description("Tests that index validation verifies the correct number of indices");
+
+ function sizeInBytes(type) {
+ switch (type) {
+ case gl.BYTE:
+ case gl.UNSIGNED_BYTE:
+ return 1;
+ case gl.SHORT:
+ case gl.UNSIGNED_SHORT:
+ return 2;
+ case gl.INT:
+ case gl.UNSIGNED_INT:
+ case gl.FLOAT:
+ return 4;
+ default:
+ throw "unknown type";
+ }
+ }
+
+ var program = wtu.loadStandardProgram(gl);
+
+ // 3 vertices => 1 triangle, interleaved data
+ var dataComplete = new Float32Array([0, 0, 0, 1,
+ 0, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1,
+ 1, 1, 1, 1,
+ 0, 0, 1]);
+ var dataIncomplete = new Float32Array([0, 0, 0, 1,
+ 0, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1,
+ 1, 1, 1, 1]);
+ var indices = new Uint32Array([0, 1, 2]);
+
+ debug("Testing with valid indices");
+
+ var bufferComplete = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete);
+ gl.bufferData(gl.ARRAY_BUFFER, dataComplete, drawType);
+ var elements = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType);
+ gl.useProgram(program);
+ var vertexLoc = gl.getAttribLocation(program, "a_vertex");
+ var normalLoc = gl.getAttribLocation(program, "a_normal");
+ gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0);
+ gl.enableVertexAttribArray(vertexLoc);
+ gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
+ gl.enableVertexAttribArray(normalLoc);
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var bufferIncomplete = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
+ gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, drawType);
+ gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0);
+ gl.enableVertexAttribArray(vertexLoc);
+ gl.disableVertexAttribArray(normalLoc);
+ debug("Enable vertices, valid");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ debug("Test with enabled attribute that does not belong to current program");
+
+ gl.disableVertexAttribArray(normalLoc);
+ var extraLoc = Math.max(vertexLoc, normalLoc) + 1;
+ gl.enableVertexAttribArray(extraLoc);
+ debug("Enable an extra attribute with null");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION);
+ debug("Enable an extra attribute with insufficient data buffer");
+ gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
+ debug("Pass large negative index to vertexAttribPointer");
+ gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), -2000000000 * sizeInBytes(gl.FLOAT));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
+}
+
+function runIndexOutOfRangeTests(drawType) {
+ debug("Testing with out-of-range indices");
+
+ var bufferPos = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, bufferPos);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 1.0, 1.0,
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0]), drawType);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+ var bufferIncomplete = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2]), drawType);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
+
+ var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup successfully");
+
+ var indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
+ var elements = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType);
+
+ gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched.
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+
+
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
+ var error = gl.getError();
+ if (error === gl.INVALID_OPERATION) {
+ testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
+ wtu.checkCanvas(gl, [0, 0, 255, 255]);
+ } else if (error === gl.NO_ERROR) {
+ testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
+ wtu.checkCanvas(gl, [0, 255, 0, 255]);
+ } else {
+ testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR");
+ }
+
+ debug("Test that client data is always copied during bufferData and bufferSubData calls");
+
+ indices[5] = 1;
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
+ var error = gl.getError();
+ if (error === gl.INVALID_OPERATION) {
+ testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
+ wtu.checkCanvas(gl, [0, 0, 255, 255]);
+ } else if (error === gl.NO_ERROR) {
+ testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
+ wtu.checkCanvas(gl, [0, 255, 0, 255]);
+ } else {
+ testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR");
+ }
+}
+
+function runResizedBufferTests(drawType) {
+ debug("Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.");
+
+ var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
+ [-1,1,0, 1,1,0, -1,-1,0,
+ -1,-1,0, 1,1,0, 1,-1,0]), drawType);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
+
+ var texCoordObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
+ [0,0, 1,0, 0,1,
+ 0,1, 1,0, 1,1]), drawType);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
+
+ // Now resize these buffers because we want to change what we're drawing.
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ -1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
+ -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), drawType);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
+ gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 0, 255, 0, 255,
+ 0, 255, 0, 255,
+ 0, 255, 0, 255,
+ 0, 255, 0, 255]), drawType);
+ gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
+
+ var numQuads = 2;
+ var indices = new Uint32Array(numQuads * 6);
+ for (var ii = 0; ii < numQuads; ++ii) {
+ var offset = ii * 6;
+ var quad = (ii == (numQuads - 1)) ? 4 : 0;
+ indices[offset + 0] = quad + 0;
+ indices[offset + 1] = quad + 1;
+ indices[offset + 2] = quad + 2;
+ indices[offset + 3] = quad + 2;
+ indices[offset + 4] = quad + 1;
+ indices[offset + 5] = quad + 3;
+ }
+ var indexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
+ gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_INT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
+}
+
+function runCrashWithBufferSubDataTests(drawType) {
+ debug('Verifies that the index validation code which is within bufferSubData does not crash.')
+
+ var elementBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 256, drawType);
+ var data = new Uint32Array(127);
+ gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 64, data);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "after attempting to update a buffer outside of the allocated bounds");
+ testPassed("bufferSubData, when buffer object was initialized with null, did not crash");
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>