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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 - large vertex attrib divisors</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"> </canvas>
+<div id="console"></div>
+<script id="outputVertexShader" type="x-shader/x-vertex">#version 300 es
+layout(location = 0) in vec2 a_position;
+layout(location = 1) in float a_positionOffset;
+layout(location = 2) in vec4 a_color;
+out vec4 v_color;
+void main()
+{
+ gl_Position = vec4(a_position.x * 0.05 + a_positionOffset, a_position.y * 0.05, 0.0, 1.0);
+ v_color = a_color;
+}
+</script>
+
+<script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
+precision highp float;
+in vec4 v_color;
+out vec4 my_FragColor;
+void main()
+{
+ my_FragColor = v_color;
+}
+</script>
+
+<script>
+"use strict";
+description("Test switching vertex attrib divisor of one attribute between different large values");
+// This is a regression test for http://anglebug.com/2832
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+canvas.width = 256;
+canvas.height = 256;
+var gl = wtu.create3DContext(canvas, null, 2);
+
+var colorDivisor = 65536 * 2;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ runTest();
+}
+
+function runTest() {
+ var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"]);
+
+ gl.clearColor(0.0, 0.0, 1.0, 1.0);
+
+ wtu.setupIndexedQuadWithOptions(gl, {positionLocation: 0});
+
+ var offsetBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuf);
+ // Note that only the first two offsets below should be used for rendering.
+ // We add some extra ones to the buffer since it can reveal if a too small divisor is used on the WebGL backend.
+ var offsetData = [];
+ for (var i = 0; i < 4; ++i) {
+ offsetData.push(0.0 + i * 0.25);
+ }
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(offsetData), gl.DYNAMIC_DRAW);
+
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up vertex buffer should succeed");
+
+ var colorBuf = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuf);
+ // Red and green colors.
+ var colorData = new Float32Array([1.0, 0.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0]);
+ gl.bufferData(gl.ARRAY_BUFFER, colorData, gl.DYNAMIC_DRAW);
+
+ gl.enableVertexAttribArray(2);
+ gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0);
+ gl.vertexAttribDivisor(2, colorDivisor);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up color buffer should succeed");
+
+ var divisorsToTry = [
+ 256,
+ 65536,
+ 65536 * 2
+ ];
+
+ for (var i = 0; i < divisorsToTry.length; ++i) {
+ runDrawElementsTest(divisorsToTry[i]);
+ }
+}
+
+function runDrawElementsTest(divisor) {
+ debug("Using divisor " + divisor);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.vertexAttribDivisor(1, divisor);
+
+ var instanceCount = divisor + 1;
+ var quadsRendered = Math.floor((instanceCount - 1) / divisor) + 1;
+
+ gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Instanced draw should succeed");
+
+ for (var quadIndex = 0; quadIndex < quadsRendered + 1; ++quadIndex) {
+ var quadX = Math.floor((quadIndex / 8) * 256 + 128);
+ var quadY = 128;
+ if (quadIndex < quadsRendered) {
+ var quadColorIndex = Math.floor((quadIndex * divisor) / colorDivisor);
+ if (quadColorIndex == 0) {
+ wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [255, 0, 0, 255]);
+ } else {
+ wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 255, 0, 255]);
+ }
+ } else {
+ wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 0, 255, 255]);
+ }
+ }
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>