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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: 128px; height: 128px;"> </canvas>
+<div id="console"></div>
+<script id="outputVertexShader" type="x-shader/x-vertex">#version 300 es
+in highp vec2 aPosition;
+in highp float aOffset;
+in highp float aColor;
+out mediump float vColor;
+void main() {
+ gl_Position = vec4(aPosition, 0.0, 1.0) + vec4(aOffset, 0.0, 0.0, 0.0);
+ vColor = aColor;
+}
+</script>
+
+<script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
+layout(location = 0) out mediump vec4 oColor;
+in mediump float vColor;
+void main() {
+ oColor = vec4(vColor, 0.0, 0.0, 1.0);
+}
+</script>
+
+<script>
+"use strict";
+description("This test verifies a bug related with instanced rendering on Mac AMD.");
+debug("http://crbug.com/645298");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+// The second and fourth test cases fail - it seems if the divisor doesn't change,
+// the next instanced draw call behaves incorrectly.
+// Also note that if we don't perform a readPixels (in wtu.checkCanvasRect), the bug
+// isn't triggered.
+var testCases = [
+ { instanceCount: 8, divisor: 4 },
+ { instanceCount: 6, divisor: 4 },
+ { instanceCount: 6, divisor: 3 },
+ { instanceCount: 8, divisor: 3 },
+];
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ for (var ii = 0; ii < testCases.length; ++ii) {
+ runDrawArraysTest(testCases[ii].instanceCount, testCases[ii].divisor);
+ }
+
+ for (var ii = 0; ii < testCases.length; ++ii) {
+ runDrawElementsTest(testCases[ii].instanceCount, testCases[ii].divisor);
+ }
+}
+
+function runDrawArraysTest(instanceCount, divisor) {
+ debug("");
+ debug("Testing drawArraysInstanced: instanceCount = " + instanceCount + ", divisor = " + divisor);
+
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ var vao = gl.createVertexArray();
+ gl.bindVertexArray(vao);
+
+ var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"]);
+ var positionLoc = gl.getAttribLocation(program, "aPosition");
+ var offsetLoc = gl.getAttribLocation(program, "aOffset");
+ var colorLoc = gl.getAttribLocation(program, "aColor");
+ if (!program || positionLoc < 0 || offsetLoc < 0 || colorLoc < 0) {
+ testFailed("Set up program failed");
+ return;
+ }
+ testPassed("Set up program succeeded");
+
+ var scale = 1.0 / instanceCount;
+
+ gl.enableVertexAttribArray(positionLoc);
+ gl.vertexAttribDivisor(positionLoc, 0);
+ var positions = new Float32Array([
+ 1.0 * scale, 1.0,
+ -1.0 * scale, 1.0,
+ -1.0 * scale, -1.0,
+ 1.0 * scale, 1.0,
+ -1.0 * scale, -1.0,
+ 1.0 * scale, -1.0,
+ ]);
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
+
+ gl.enableVertexAttribArray(offsetLoc);
+ gl.vertexAttribDivisor(offsetLoc, 1);
+ var offsets = new Float32Array(instanceCount);
+ for (var ii = 0; ii < instanceCount; ++ii) {
+ offsets[ii] = scale * (1 - instanceCount + ii * 2);
+ }
+ var offsetBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(offsetLoc, 1, gl.FLOAT, false, 0, 0);
+
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribDivisor(colorLoc, divisor);
+ var colorCount = instanceCount / divisor;
+ if ((instanceCount % divisor) != 0)
+ colorCount++;
+ var colors = new Float32Array(colorCount);
+ for (var ii = 0; ii < colorCount; ++ii) {
+ colors[ii] = 1.0 / colorCount * (ii + 1);
+ }
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(colorLoc, 1, gl.FLOAT, false, 0, 0);
+
+ gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced should succeed");
+
+ var colorIndex = -1;
+ for (var ii = 0; ii < instanceCount; ++ii) {
+ if ((ii % divisor) == 0)
+ colorIndex++;
+ var refColor = [ Math.floor(colors[colorIndex] * 255), 0, 0, 255 ];
+ wtu.checkCanvasRect(gl, Math.floor(canvas.width / instanceCount * ii) + 1, 0, 1, canvas.height, refColor,
+ "instance " + ii + " should be " + refColor, 2);
+ }
+
+ gl.deleteBuffer(positionBuffer);
+ gl.deleteBuffer(offsetBuffer);
+ gl.deleteBuffer(colorBuffer);
+ gl.deleteProgram(program);
+ gl.deleteVertexArray(vao);
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
+ gl.useProgram(null);
+ gl.bindVertexArray(null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clean up should succeed");
+}
+
+function runDrawElementsTest(instanceCount, divisor) {
+ debug("");
+ debug("Testing drawElementsInstanced: instanceCount = " + instanceCount + ", divisor = " + divisor);
+
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ var vao = gl.createVertexArray();
+ gl.bindVertexArray(vao);
+
+ var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"]);
+ var positionLoc = gl.getAttribLocation(program, "aPosition");
+ var offsetLoc = gl.getAttribLocation(program, "aOffset");
+ var colorLoc = gl.getAttribLocation(program, "aColor");
+ if (!program || positionLoc < 0 || offsetLoc < 0 || colorLoc < 0) {
+ testFailed("Set up program failed");
+ return;
+ }
+ testPassed("Set up program succeeded");
+
+ var scale = 1.0 / instanceCount;
+
+ gl.enableVertexAttribArray(positionLoc);
+ gl.vertexAttribDivisor(positionLoc, 0);
+ var positions = new Float32Array([
+ 1.0 * scale, 1.0,
+ -1.0 * scale, 1.0,
+ -1.0 * scale, -1.0,
+ 1.0 * scale, -1.0,
+ ]);
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
+
+ gl.enableVertexAttribArray(offsetLoc);
+ gl.vertexAttribDivisor(offsetLoc, 1);
+ var offsets = new Float32Array(instanceCount);
+ for (var ii = 0; ii < instanceCount; ++ii) {
+ offsets[ii] = scale * (1 - instanceCount + ii * 2);
+ }
+ var offsetBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(offsetLoc, 1, gl.FLOAT, false, 0, 0);
+
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribDivisor(colorLoc, divisor);
+ var colorCount = instanceCount / divisor;
+ if ((instanceCount % divisor) != 0)
+ colorCount++;
+ var colors = new Float32Array(colorCount);
+ for (var ii = 0; ii < colorCount; ++ii) {
+ colors[ii] = 1.0 / colorCount * (ii + 1);
+ }
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(colorLoc, 1, gl.FLOAT, false, 0, 0);
+
+ var indexBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+ var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced should succeed");
+
+ var colorIndex = -1;
+ for (var ii = 0; ii < instanceCount; ++ii) {
+ if ((ii % divisor) == 0)
+ colorIndex++;
+ var refColor = [ Math.floor(colors[colorIndex] * 255), 0, 0, 255 ];
+ wtu.checkCanvasRect(gl, Math.floor(canvas.width / instanceCount * ii) + 1, 0, 1, canvas.height, refColor,
+ "instance " + ii + " should be " + refColor, 2);
+ }
+
+ gl.deleteBuffer(positionBuffer);
+ gl.deleteBuffer(offsetBuffer);
+ gl.deleteBuffer(colorBuffer);
+ gl.deleteBuffer(indexBuffer);
+ gl.deleteProgram(program);
+ gl.deleteVertexArray(vao);
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
+ gl.useProgram(null);
+ gl.bindVertexArray(null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "clean up should succeed");
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>