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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 Instanced Arrays Conformance Tests</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">
+attribute vec4 aPosition;
+attribute vec2 aOffset;
+attribute vec4 aColor;
+varying vec4 vColor;
+void main() {
+ vColor = aColor;
+ gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
+}
+</script>
+
+<script id="outputFragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 vColor;
+void main() {
+ gl_FragColor = vColor;
+}
+</script>
+
+<script>
+"use strict";
+description("This test verifies the functionality of Instanced Arrays.");
+
+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");
+
+ runDivisorTest();
+ runOutputTests();
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function runDivisorTest() {
+ debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR");
+
+ shouldBe("gl.VERTEX_ATTRIB_ARRAY_DIVISOR", "0x88FE");
+
+ var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+
+ for (var i = 0; i < max_vertex_attribs; ++i) {
+ var queried_value = gl.getVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_DIVISOR);
+ if(queried_value == 0){
+ testPassed("Vertex attribute " + i + " must has a default divisor of 0");
+ }
+ else{
+ testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
+ }
+ }
+
+ gl.vertexAttribDivisor(max_vertex_attribs, 2);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisor index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
+
+ gl.vertexAttribDivisor(max_vertex_attribs-1, 2);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisor index set less than MAX_VERTEX_ATTRIBS should succeed");
+
+ var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, gl.VERTEX_ATTRIB_ARRAY_DIVISOR);
+ if(queried_value == 2){
+ testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR matches expecation");
+ }
+ else{
+ testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR should be: 2, returned value was: " + queried_value);
+ }
+}
+
+function runOutputTests() {
+ var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
+ var instanceCount = 4;
+
+ debug("Testing various draws for valid built-in function behavior");
+
+ canvas.width = 50; canvas.height = 50;
+ gl.viewport(0, 0, canvas.width, canvas.height);
+ gl.clearColor(0, 0, 0, 0);
+
+ var positionLoc = 0;
+ var offsetLoc = 2;
+ var colorLoc = 3;
+ var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
+
+ var offsets = new Float32Array([
+ -1.0, 1.0,
+ 1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0,
+ ]);
+ var offsetBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(offsetLoc);
+ gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribDivisor(offsetLoc, 1);
+
+ var colors = new Float32Array([
+ 1.0, 0.0, 0.0, 1.0, // Red
+ 0.0, 1.0, 0.0, 1.0, // Green
+ 0.0, 0.0, 1.0, 1.0, // Blue
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ // extra data when colorLoc divisor is set back to 0
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ ]);
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribDivisor(colorLoc, 1);
+
+ // Draw 1: Draw Non-indexed instances
+ debug("Testing drawArraysInstanced");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupUnitQuad(gl, 0);
+
+ // Test drawArraysInstanced error conditions
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, -1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a primcount less than 0");
+
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, -1, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a count less than 0");
+
+ gl.vertexAttribDivisor(positionLoc, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArraysInstanced");
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArrays");
+ wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)");
+ gl.vertexAttribDivisor(positionLoc, 0);
+
+ gl.drawArraysInstanced(gl.POINTS, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with POINTS should succeed");
+ gl.drawArraysInstanced(gl.LINES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINES should succeed");
+ gl.drawArraysInstanced(gl.LINE_LIST, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINE_LIST should return succeed");
+ gl.drawArraysInstanced(gl.TRI_LIST, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with TRI_LIST should succeed");
+
+ gl.drawArraysInstanced(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUAD_STRIP should return INVALID_ENUM");
+ gl.drawArraysInstanced(desktopGL['QUADS'], 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUADS should return INVALID_ENUM");
+ gl.drawArraysInstanced(desktopGL['POLYGON'], 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with POLYGON should return INVALID_ENUM");
+
+ debug("Testing drawArraysInstanced with param 'first' > 0");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupQuad(gl, {
+ positionLocation: 0,
+ scale: 0.5
+ });
+ var offsetsHalf = new Float32Array([
+ -0.5, 0.5,
+ 0.5, 0.5,
+ -0.5, -0.5,
+ 0.5, -0.5
+ ]);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW);
+
+ gl.drawArraysInstanced(gl.TRIANGLES, 3, 3, instanceCount);
+ var w = Math.floor(0.25*canvas.width),
+ h = Math.floor(0.25*canvas.height);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
+
+ debug("Testing drawArraysInstanced with attributes 'divisor' reset to 0");
+ debug("Correct rendering output: 4 yellow triangles");
+ debug("Possible incorrect rendering output: missing triangles, or triangles with different color at each vertex");
+ gl.vertexAttribDivisor(colorLoc, 0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawArraysInstanced(gl.TRIANGLES, 3, 3, instanceCount);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [255, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
+ gl.vertexAttribDivisor(colorLoc, 1);
+
+ wtu.setupUnitQuad(gl, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+
+ // Draw 2: Draw indexed instances
+ debug("Testing drawElementsInstanced");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupIndexedQuad(gl, 1, 0);
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+
+ // Test drawElementsInstanced error conditions
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a primcount less than 0");
+
+ gl.drawElementsInstanced(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a count less than 0");
+
+ gl.vertexAttribDivisor(positionLoc, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElementsInstanced");
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElements");
+ wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)");
+ gl.vertexAttribDivisor(positionLoc, 0);
+
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with UNSIGNED_BYTE should succeed");
+
+ gl.drawElementsInstanced(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with POINTS should succeed");
+ gl.drawElementsInstanced(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINES should succeed");
+ gl.drawElementsInstanced(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINE_LIST should return succeed");
+ gl.drawElementsInstanced(gl.TRI_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with TRI_LIST should succeed");
+
+ gl.drawElementsInstanced(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUAD_STRIP should return INVALID_ENUM");
+ gl.drawElementsInstanced(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUADS should return INVALID_ENUM");
+ gl.drawElementsInstanced(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with POLYGON should return INVALID_ENUM");
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>