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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 Transform Feedback Conformance Tests - one buffer bound to two binding points</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>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+
+in vec4 in_data;
+out vec4 out_add;
+out vec4 out_mul;
+void main(void) {
+ out_add = in_data + vec4(2.0, 3.0, 4.0, 5.0);
+ out_mul = in_data * vec4(2.0, 3.0, 4.0, 5.0);
+}
+</script>
+<script>
+"use strict";
+description();
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext(null, null, 2);
+var program = null;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+ runTwoOutFeedbackTest();
+}
+
+function doDrawWithTransformFeedback(expectedError, msg) {
+ gl.beginTransformFeedback(gl.POINTS);
+ wtu.glErrorShouldBe(gl, expectedError, msg);
+ gl.drawArrays(gl.POINTS, 0, 3);
+ gl.endTransformFeedback();
+ gl.getError();
+}
+
+function runTwoOutFeedbackTest() {
+ debug("");
+ debug("Test binding the same buffer to two transform feedback binding points. Buffer should be untouched and an error should be generated.")
+
+ // Build the input and output buffers
+ var in_data = [
+ 1.0, 2.0, 3.0, 4.0,
+ 2.0, 4.0, 8.0, 16.0,
+ 0.75, 0.5, 0.25, 0.0
+ ];
+
+ var in_buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, in_buffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(in_data), gl.STATIC_DRAW);
+
+ // Create the transform feedback shader
+ program = wtu.setupTransformFeedbackProgram(gl, ["vshader", wtu.simpleColorFragmentShaderESSL300],
+ ["out_add", "out_mul"], gl.SEPARATE_ATTRIBS,
+ ["in_data"]);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "linking transform feedback shader should not set an error");
+ shouldBeNonNull("program");
+
+ // Draw the the transform feedback buffers
+ var tf = gl.createTransformFeedback();
+
+ gl.enableVertexAttribArray(0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, in_buffer);
+ gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 16, 0);
+
+ var out_buffer = gl.createBuffer();
+ var out_buffer2 = gl.createBuffer();
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
+
+ // Test binding the same buffer to two transform feedback binding points with bindBufferBase.
+ debug("");
+ gl.enable(gl.RASTERIZER_DISCARD);
+ gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer);
+
+ doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferBase");
+
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
+ gl.disable(gl.RASTERIZER_DISCARD);
+
+ // Check buffer contents.
+ var expectedZeroes = [];
+ for (var i = 0; i < in_data.length * 2; ++i)
+ {
+ expectedZeroes.push(0.0);
+ }
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
+ debug("buffer should be untouched - filled with zeroes");
+ wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
+
+ // Test binding the same buffer to two transform feedback binding points with bindBufferRange. The ranges overlap just slightly.
+ debug("");
+ gl.enable(gl.RASTERIZER_DISCARD);
+ gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
+ gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer, 0, in_data.length * 4);
+ gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer, (in_data.length - 1) * 4, in_data.length * 4);
+
+ doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferRange, overlapping ranges");
+
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
+ gl.disable(gl.RASTERIZER_DISCARD);
+
+ // Check buffer contents.
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
+ debug("buffer should be untouched - filled with zeroes");
+ wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
+
+ // Test non-overlapping ranges.
+ debug("");
+ gl.enable(gl.RASTERIZER_DISCARD);
+ gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
+ gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer, 0, in_data.length * 4);
+ gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer, in_data.length * 4, in_data.length * 4);
+
+ doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferRange, non-overlapping ranges");
+
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
+ gl.disable(gl.RASTERIZER_DISCARD);
+
+ // Check buffer contents.
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
+ debug("buffer should be untouched - filled with zeroes");
+ wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
+
+ // Test binding the same buffer to a binding point that doesn't have a corresponding output in the vertex shader.
+ debug("");
+ gl.enable(gl.RASTERIZER_DISCARD);
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer2);
+ gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
+ gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer2);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, out_buffer); // No corresponding output.
+
+ doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferBase, but one of the binding points doesn't have a corresponding shader output");
+
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
+ gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, null);
+ gl.disable(gl.RASTERIZER_DISCARD);
+
+ // Check buffer contents.
+ debug("buffers should be untouched - filled with zeroes");
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
+ wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
+ gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer2);
+ wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
+
+ finishTest();
+}
+</script>
+
+</body>
+</html>