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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/two-unreferenced-varyings.html | 136 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/two-unreferenced-varyings.html b/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/two-unreferenced-varyings.html new file mode 100644 index 0000000000..2173fd35ae --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/two-unreferenced-varyings.html @@ -0,0 +1,136 @@ +<!-- +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</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> +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +in vec3 position; +out vec3 outAttrib1; +out vec3 outAttrib2; +void main() +{ + outAttrib1 = position; + outAttrib2 = position; + gl_Position = vec4(position, 1); +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 color; +in vec3 outAttrib1; +in vec3 outAttrib2; +void main() +{ + color = vec4(0); +} +</script> +<script> +"use strict"; +description("This test covers an ANGLE bug with two transform feedback varyings. When the two are declared, but not referenced in the fragment shader, ANGLE would fail capture."); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); +var quadVB; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + debug(""); + debug("Testing transform feedback with two unreferenced outputs"); + runTest(); +} + +function getQuadVerts(depth) { + var quadVerts = new Float32Array(3 * 6); + quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth; + quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth; + quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth; + quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth; + quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth; + quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth; + return quadVerts; +} + +function drawQuad(depth) { + if (!quadVB) { + quadVB = gl.createBuffer() + } + + var quadVerts = getQuadVerts(depth); + + gl.bindBuffer(gl.ARRAY_BUFFER, quadVB); + gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW); + gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0); + gl.enableVertexAttribArray(0); + gl.drawArrays(gl.TRIANGLES, 0, 6); +} + +function runTest() { + + // Create the transform feedback program + var program = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"], + ["outAttrib1", "outAttrib2"], gl.INTERLEAVED_ATTRIBS, + ["position"]); + if (!program) { + testFailed("Fail to set up the program"); + return; + } + + // Init transform feedback buffers + var out_buffer = gl.createBuffer(); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * 3 * 2 * 6, + gl.STREAM_DRAW); + + var tf = gl.createTransformFeedback(); + + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Init transform feedback should succeed"); + + // Draw the quad + gl.useProgram(program) + gl.beginTransformFeedback(gl.TRIANGLES); + drawQuad(0.5); + gl.endTransformFeedback(); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with transform feedback should succeed"); + + // Verify the output buffer contents + var quadVerts = getQuadVerts(0.5); + var expected_data = []; + for (var i = 0; i < quadVerts.length; i += 3) { + for (var count = 0; count < 2; count++) { + expected_data[expected_data.length] = quadVerts[i]; + expected_data[expected_data.length] = quadVerts[i+1]; + expected_data[expected_data.length] = quadVerts[i+2]; + } + } + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected_data); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |