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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 vertex_array_object 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">
+attribute vec4 a_position;
+attribute vec4 a_color;
+varying vec4 v_color;
+void main(void) {
+ gl_Position = a_position;
+ v_color = a_color;
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 v_color;
+void main(void) {
+ gl_FragColor = v_color;
+}
+</script>
+<script>
+"use strict";
+description("This test verifies the functionality of the Vertex Array Objects.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+var vao = null;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ runBindingTest();
+ runObjectTest();
+ runAttributeTests();
+ runAttributeValueTests();
+ runDrawTests();
+ runUnboundDeleteTests();
+ runBoundDeleteTests();
+ runArrayBufferBindTests();
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function runBindingTest() {
+ debug("Testing binding enum");
+
+ shouldBe("gl.VERTEX_ARRAY_BINDING", "0x85B5");
+
+ gl.getParameter(gl.VERTEX_ARRAY_BINDING);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "VERTEX_ARRAY_BINDING query should succeed");
+
+ // Default value is null
+ if (gl.getParameter(gl.VERTEX_ARRAY_BINDING) === null) {
+ testPassed("Default value of VERTEX_ARRAY_BINDING is null");
+ } else {
+ testFailed("Default value of VERTEX_ARRAY_BINDING is not null");
+ }
+
+ debug("Testing binding a VAO");
+ var vao0 = gl.createVertexArray();
+ var vao1 = gl.createVertexArray();
+ shouldBeNull("gl.getParameter(gl.VERTEX_ARRAY_BINDING)");
+ gl.bindVertexArray(vao0);
+ if (gl.getParameter(gl.VERTEX_ARRAY_BINDING) == vao0) {
+ testPassed("gl.getParameter(gl.VERTEX_ARRAY_BINDING) is expected VAO");
+ } else {
+ testFailed("gl.getParameter(gl.VERTEX_ARRAY_BINDING) is not expected VAO")
+ }
+ gl.bindVertexArray(vao1);
+ if (gl.getParameter(gl.VERTEX_ARRAY_BINDING) == vao1) {
+ testPassed("gl.getParameter(gl.VERTEX_ARRAY_BINDING) is expected VAO");
+ } else {
+ testFailed("gl.getParameter(gl.VERTEX_ARRAY_BINDING) is not expected VAO")
+ }
+ gl.deleteVertexArray(vao1);
+ shouldBeNull("gl.getParameter(gl.VERTEX_ARRAY_BINDING)");
+ gl.bindVertexArray(vao1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "binding a deleted vertex array object");
+ gl.bindVertexArray(null);
+ shouldBeNull("gl.getParameter(gl.VERTEX_ARRAY_BINDING)");
+ gl.deleteVertexArray(vao1);
+}
+
+function runObjectTest() {
+ debug("Testing object creation");
+
+ vao = gl.createVertexArray();
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "createVertexArray should not set an error");
+ shouldBeNonNull("vao");
+
+ // Expect false if never bound
+ shouldBeFalse("gl.isVertexArray(vao)");
+ gl.bindVertexArray(vao);
+ shouldBeTrue("gl.isVertexArray(vao)");
+ gl.bindVertexArray(null);
+ shouldBeTrue("gl.isVertexArray(vao)");
+
+ shouldBeFalse("gl.isVertexArray(null)");
+
+ gl.deleteVertexArray(vao);
+ vao = null;
+}
+
+function runAttributeTests() {
+ debug("Testing attributes work across bindings");
+
+ var states = [];
+
+ var attrCount = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+ for (var n = 0; n < attrCount; n++) {
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
+
+ var state = {};
+ states.push(state);
+
+ var vao = state.vao = gl.createVertexArray();
+ gl.bindVertexArray(vao);
+
+ var enableArray = (n % 2 == 0);
+ if (enableArray) {
+ gl.enableVertexAttribArray(n);
+ } else {
+ gl.disableVertexAttribArray(n);
+ }
+
+ if (enableArray) {
+ var buffer = state.buffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.bufferData(gl.ARRAY_BUFFER, 1024, gl.STATIC_DRAW);
+
+ gl.vertexAttribPointer(n, 1 + n % 4, gl.FLOAT, true, n * 4, n * 4);
+ }
+
+ if (enableArray) {
+ var elbuffer = state.elbuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elbuffer);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 1024, gl.STATIC_DRAW);
+ }
+
+ gl.bindVertexArray(null);
+ }
+
+ var anyMismatch = false;
+ for (var n = 0; n < attrCount; n++) {
+ var state = states[n];
+
+ gl.bindVertexArray(state.vao);
+
+ var shouldBeEnabled = (n % 2 == 0);
+ var isEnabled = gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_ENABLED);
+ if (shouldBeEnabled != isEnabled) {
+ testFailed("VERTEX_ATTRIB_ARRAY_ENABLED not preserved");
+ anyMismatch = true;
+ }
+
+ var buffer = gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
+ if (shouldBeEnabled) {
+ if (buffer == state.buffer) {
+ // Matched
+ if ((gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_SIZE) == 1 + n % 4) &&
+ (gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_TYPE) == gl.FLOAT) &&
+ (gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED) == true) &&
+ (gl.getVertexAttrib(n, gl.VERTEX_ATTRIB_ARRAY_STRIDE) == n * 4) &&
+ (gl.getVertexAttribOffset(n, gl.VERTEX_ATTRIB_ARRAY_POINTER) == n * 4)) {
+ // Matched
+ } else {
+ testFailed("VERTEX_ATTRIB_ARRAY_* not preserved");
+ anyMismatch = true;
+ }
+ } else {
+ testFailed("VERTEX_ATTRIB_ARRAY_BUFFER_BINDING not preserved");
+ anyMismatch = true;
+ }
+ } else {
+ // GL_CURRENT_VERTEX_ATTRIB is not preserved
+ if (buffer) {
+ testFailed("VERTEX_ATTRIB_ARRAY_BUFFER_BINDING not preserved");
+ anyMismatch = true;
+ }
+ }
+
+ var elbuffer = gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING);
+ if (shouldBeEnabled) {
+ if (elbuffer == state.elbuffer) {
+ // Matched
+ } else {
+ testFailed("ELEMENT_ARRAY_BUFFER_BINDING not preserved");
+ anyMismatch = true;
+ }
+ } else {
+ if (elbuffer == null) {
+ // Matched
+ } else {
+ testFailed("ELEMENT_ARRAY_BUFFER_BINDING not preserved");
+ anyMismatch = true;
+ }
+ }
+ }
+ gl.bindVertexArray(null);
+ if (!anyMismatch) {
+ testPassed("All attributes preserved across bindings");
+ }
+
+ for (var n = 0; n < attrCount; n++) {
+ var state = states[n];
+ gl.deleteVertexArray(state.vao);
+ }
+}
+
+function runAttributeValueTests() {
+ debug("Testing that attribute values are not attached to bindings");
+
+ var v;
+ var vao0 = gl.createVertexArray();
+ var anyFailed = false;
+
+ gl.bindVertexArray(null);
+ gl.vertexAttrib4f(0, 0, 1, 2, 3);
+
+ v = gl.getVertexAttrib(0, gl.CURRENT_VERTEX_ATTRIB);
+ if (!(v[0] == 0 && v[1] == 1 && v[2] == 2 && v[3] == 3)) {
+ testFailed("Vertex attrib value not round-tripped?");
+ anyFailed = true;
+ }
+
+ gl.bindVertexArray(vao0);
+
+ v = gl.getVertexAttrib(0, gl.CURRENT_VERTEX_ATTRIB);
+ if (!(v[0] == 0 && v[1] == 1 && v[2] == 2 && v[3] == 3)) {
+ testFailed("Vertex attrib value reset across bindings");
+ anyFailed = true;
+ }
+
+ gl.vertexAttrib4f(0, 4, 5, 6, 7);
+ gl.bindVertexArray(null);
+
+ v = gl.getVertexAttrib(0, gl.CURRENT_VERTEX_ATTRIB);
+ if (!(v[0] == 4 && v[1] == 5 && v[2] == 6 && v[3] == 7)) {
+ testFailed("Vertex attrib value bound to buffer");
+ anyFailed = true;
+ }
+
+ if (!anyFailed) {
+ testPassed("Vertex attribute values are not attached to bindings")
+ }
+
+ gl.bindVertexArray(null);
+ gl.deleteVertexArray(vao0);
+}
+
+function runDrawTests() {
+ debug("Testing draws with various VAO bindings");
+
+ canvas.width = 50; canvas.height = 50;
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ var vao0 = gl.createVertexArray();
+ var vao1 = gl.createVertexArray();
+
+ var opt_positionLocation = 0;
+ var opt_texcoordLocation = 1;
+
+ var program = wtu.setupSimpleTextureProgram(gl, opt_positionLocation, opt_texcoordLocation);
+
+ function setupQuad(s) {
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 1.0 * s, 1.0 * s, 0.0,
+ -1.0 * s, 1.0 * s, 0.0,
+ -1.0 * s, -1.0 * s, 0.0,
+ 1.0 * s, 1.0 * s, 0.0,
+ -1.0 * s, -1.0 * s, 0.0,
+ 1.0 * s, -1.0 * s, 0.0]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(opt_positionLocation);
+ gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 1.0 * s, 1.0 * s,
+ 0.0 * s, 1.0 * s,
+ 0.0 * s, 0.0 * s,
+ 1.0 * s, 1.0 * s,
+ 0.0 * s, 0.0 * s,
+ 1.0 * s, 0.0 * s]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(opt_texcoordLocation);
+ gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0);
+ };
+
+ function readLocation(x, y) {
+ var pixels = new Uint8Array(1 * 1 * 4);
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+ return pixels;
+ };
+ function testPixel(blockList, allowList) {
+ function testList(list, expected) {
+ for (var n = 0; n < list.length; n++) {
+ var l = list[n];
+ var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2;
+ var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2;
+ var source = readLocation(x, y);
+ if (Math.abs(source[0] - expected) > 2) {
+ return false;
+ }
+ }
+ return true;
+ }
+ return testList(blockList, 0) && testList(allowList, 255);
+ };
+ function verifyDraw(drawNumber, s) {
+ wtu.clearAndDrawUnitQuad(gl);
+ var blockList = [];
+ var allowList = [];
+ var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0];
+ for (var n = 0; n < points.length; n++) {
+ if (points[n] <= s) {
+ blockList.push(points[n]);
+ } else {
+ allowList.push(points[n]);
+ }
+ }
+ if (testPixel(blockList, allowList)) {
+ testPassed("Draw " + drawNumber + " passed pixel test");
+ } else {
+ testFailed("Draw " + drawNumber + " failed pixel test");
+ }
+ };
+
+ // Setup all bindings
+ setupQuad(1);
+ gl.bindVertexArray(vao0);
+ setupQuad(0.5);
+ gl.bindVertexArray(vao1);
+ setupQuad(0.25);
+
+ // Verify drawing
+ gl.bindVertexArray(null);
+ verifyDraw(0, 1);
+ gl.bindVertexArray(vao0);
+ verifyDraw(1, 0.5);
+ gl.bindVertexArray(vao1);
+ verifyDraw(2, 0.25);
+
+ gl.bindVertexArray(null);
+ gl.deleteVertexArray(vao0);
+ gl.deleteVertexArray(vao1);
+
+ // Disable global vertex attrib array
+ gl.disableVertexAttribArray(opt_positionLocation);
+ gl.disableVertexAttribArray(opt_texcoordLocation);
+
+ // Draw with values.
+ var positionLoc = 0;
+ var colorLoc = 1;
+ var gridRes = 1;
+ wtu.setupIndexedQuad(gl, gridRes, positionLoc);
+ // Set the vertex color to red.
+ gl.vertexAttrib4f(colorLoc, 1, 0, 0, 1);
+
+ var vao0 = gl.createVertexArray();
+ gl.bindVertexArray(vao0);
+ var program = wtu.setupSimpleVertexColorProgram(gl, positionLoc, colorLoc);
+ wtu.setupIndexedQuad(gl, gridRes, positionLoc);
+ // Set the vertex color to green.
+ gl.vertexAttrib4f(colorLoc, 0, 1, 0, 1);
+ wtu.clearAndDrawIndexedQuad(gl, gridRes);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green")
+ gl.deleteVertexArray(vao0);
+ wtu.clearAndDrawIndexedQuad(gl, gridRes);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green")
+}
+
+function runUnboundDeleteTests() {
+ debug("Testing using buffers that are deleted when attached to unbound VAOs");
+
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position", "a_color"]);
+ gl.useProgram(program);
+
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([
+ 1.0, 1.0,
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0]),
+ gl.STATIC_DRAW);
+
+ var colors = [
+ [255, 0, 0, 255],
+ [ 0, 255, 0, 255],
+ [ 0, 0, 255, 255],
+ [ 0, 255, 255, 255]
+ ];
+ var colorBuffers = [];
+ var elementBuffers = [];
+ var vaos = [];
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var vao = gl.createVertexArray();
+ vaos.push(vao);
+ gl.bindVertexArray(vao);
+ // Set the position buffer
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+ var elementBuffer = gl.createBuffer();
+ elementBuffers.push(elementBuffer);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
+ gl.bufferData(
+ gl.ELEMENT_ARRAY_BUFFER,
+ new Uint8Array([0, 1, 2, 0, 2, 3]),
+ gl.STATIC_DRAW);
+
+ // Setup the color attrib
+ var color = colors[ii];
+ if (ii < 3) {
+ var colorBuffer = gl.createBuffer();
+ colorBuffers.push(colorBuffer);
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(
+ [ color[0], color[1], color[2], color[3],
+ color[0], color[1], color[2], color[3],
+ color[0], color[1], color[2], color[3],
+ color[0], color[1], color[2], color[3]
+ ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, 0);
+ } else {
+ gl.vertexAttrib4f(1, color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255);
+ }
+ }
+
+ // delete the color buffers AND the position buffer.
+ gl.bindVertexArray(null);
+ for (var ii = 0; ii < colorBuffers.length; ++ii) {
+ gl.deleteBuffer(colorBuffers[ii]);
+ gl.deleteBuffer(elementBuffers[ii]);
+ gl.bindVertexArray(vaos[ii]);
+ var boundBuffer = gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
+ // The buffers should still be valid at this point, since it was attached to the VAO
+ if(boundBuffer != colorBuffers[ii]) {
+ testFailed("buffer removed too early");
+ }
+ }
+ gl.bindVertexArray(null);
+ gl.deleteBuffer(positionBuffer);
+
+ // Render with the deleted buffers. As they are referenced by VAOs they
+ // must still be around.
+ for (var ii = 0; ii < colors.length; ++ii) {
+ var color = colors[ii];
+ gl.bindVertexArray(vaos[ii]);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
+ wtu.checkCanvas(gl, color, "should be " + color);
+ }
+
+ // Clean up.
+ for (var ii = 0; ii < colorBuffers.length; ++ii) {
+ gl.deleteVertexArray(vaos[ii]);
+ }
+
+ for (var ii = 0; ii < colorBuffers.length; ++ii) {
+ // The buffers should no longer be valid now that the VAOs are deleted
+ if(gl.isBuffer(colorBuffers[ii])) {
+ testFailed("buffer not properly cleaned up after VAO deletion");
+ }
+ }
+}
+
+function runBoundDeleteTests() {
+ debug("Testing using buffers that are deleted when attached to bound VAOs");
+
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position", "a_color"]);
+ gl.useProgram(program);
+
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([
+ 1.0, 1.0,
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0]),
+ gl.STATIC_DRAW);
+
+ // Setup the color attrib
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(
+ [ 255, 0, 0, 255,
+ 0, 255, 0, 255,
+ 0, 0, 255, 255,
+ 0, 255, 255, 255
+ ]), gl.STATIC_DRAW);
+
+ var vaos = [];
+ var elementBuffers = [];
+ for (var ii = 0; ii < 4; ++ii) {
+ var vao = gl.createVertexArray();
+ vaos.push(vao);
+ gl.bindVertexArray(vao);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+ var elementBuffer = gl.createBuffer();
+ elementBuffers.push(elementBuffer);
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
+ gl.bufferData(
+ gl.ELEMENT_ARRAY_BUFFER,
+ new Uint8Array([0, 1, 2, 0, 2, 3]),
+ gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, 0);
+ }
+
+ // delete the color buffers AND the position buffer, that are bound to the current VAO
+ for (var ii = 0; ii < vaos.length; ++ii) {
+ gl.bindVertexArray(vaos[ii]);
+
+ gl.deleteBuffer(colorBuffer);
+ gl.deleteBuffer(positionBuffer);
+
+ // After the first iteration, deleteBuffer will be a no-op, and will not unbind its matching
+ // bind points on the now-bound VAO like it did on the first iteration.
+ var expectRetained = (ii != 0);
+ var shouldBeStr = (expectRetained ? "retained" : "cleared");
+
+ var boundPositionBuffer = gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
+ if (expectRetained != (boundPositionBuffer == positionBuffer)) {
+ testFailed("Position attrib stored buffer should be " + shouldBeStr + ".");
+ }
+
+ var boundColorBuffer = gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING);
+ if (expectRetained != (boundColorBuffer == colorBuffer)) {
+ testFailed("Color attrib stored buffer should be " + shouldBeStr + ".");
+ }
+
+ // If retained, everything should still work. If cleared, drawing should now fail.
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
+ var expectedError = (expectRetained ? gl.NO_ERROR : gl.INVALID_OPERATION);
+ wtu.glErrorShouldBe(gl, expectedError,
+ "Draw call should " + (expectRetained ? "not " : "") + "fail.");
+
+ if (gl.isBuffer(positionBuffer)) {
+ testFailed("References from unbound VAOs don't keep Position buffer alive.");
+ }
+ if (gl.isBuffer(colorBuffer)) {
+ testFailed("References from unbound VAOs don't keep Color buffer alive");
+ }
+ }
+}
+
+function runArrayBufferBindTests() {
+ debug("Testing that VAOs don't effect ARRAY_BUFFER binding.");
+
+ gl.bindVertexArray(null);
+
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_color", "a_position"]);
+ gl.useProgram(program);
+
+ // create shared element buuffer
+ var elementBuffer = gl.createBuffer();
+ // bind to default
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
+ gl.bufferData(
+ gl.ELEMENT_ARRAY_BUFFER,
+ new Uint8Array([0, 1, 2, 0, 2, 3]),
+ gl.STATIC_DRAW);
+
+ // first create the buffers for no vao draw.
+ var nonVAOColorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, nonVAOColorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(
+ [ 0, 255, 0, 255,
+ 0, 255, 0, 255,
+ 0, 255, 0, 255,
+ 0, 255, 0, 255,
+ ]), gl.STATIC_DRAW);
+
+ // shared position buffer.
+ var positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([
+ 1.0, 1.0,
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0]),
+ gl.STATIC_DRAW);
+
+ // attach position buffer to default
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+ // now create vao
+ var vao = gl.createVertexArray();
+ gl.bindVertexArray(vao);
+
+ // attach the position buffer vao
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+ var vaoColorBuffer = gl.createBuffer();
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 4, gl.UNSIGNED_BYTE, true, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, vaoColorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(
+ [ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 4, gl.UNSIGNED_BYTE, true, 0, 0);
+
+ // now set the buffer back to the nonVAOColorBuffer
+ gl.bindBuffer(gl.ARRAY_BUFFER, nonVAOColorBuffer);
+
+ // bind to vao
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
+
+ // unbind vao
+ gl.bindVertexArray(null);
+
+ // At this point the nonVAOColorBuffer should be still be bound.
+ // If the WebGL impl is emulating VAOs it must make sure
+ // it correctly restores this binding.
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 4, gl.UNSIGNED_BYTE, true, 0, 0);
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>