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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</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>