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-rw-r--r--dom/canvas/test/webgl-conf/checkout/js/tests/gl-vertex-attrib.js263
1 files changed, 263 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/js/tests/gl-vertex-attrib.js b/dom/canvas/test/webgl-conf/checkout/js/tests/gl-vertex-attrib.js
new file mode 100644
index 0000000000..97cad40868
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/js/tests/gl-vertex-attrib.js
@@ -0,0 +1,263 @@
+/*
+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.
+*/
+
+// This test relies on the surrounding web page defining a variable
+// "contextVersion" which indicates what version of WebGL it's running
+// on -- 1 for WebGL 1.0, 2 for WebGL 2.0, etc.
+
+"use strict";
+description("This test ensures WebGL implementations vertexAttrib can be set and read.");
+
+debug("");
+debug("Canvas.getContext");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("canvas", undefined, contextVersion);
+if (!gl) {
+ testFailed("context does not exist");
+} else {
+ testPassed("context exists");
+
+ debug("");
+ debug("Checking gl.vertexAttrib.");
+
+ var numVertexAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+ for (var ii = 0; ii < numVertexAttribs; ++ii) {
+ gl.vertexAttrib1fv(ii, [1]);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib1fv(ii, new Float32Array([-1]));
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '-1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib2fv(ii, [1, 2]);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib2fv(ii, new Float32Array([1, -2]));
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '-2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib3fv(ii, [1, 2, 3]);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '3');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib3fv(ii, new Float32Array([1, -2, 3]));
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '-2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '3');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib4fv(ii, [1, 2, 3, 4]);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '3');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '4');
+
+ gl.vertexAttrib4fv(ii, new Float32Array([1, 2, -3, 4]));
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '-3');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '4');
+
+ gl.vertexAttrib1f(ii, 5);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '5');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib2f(ii, 6, 7);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '6');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '7');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib3f(ii, 7, 8, 9);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '7');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '8');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '9');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '1');
+
+ gl.vertexAttrib4f(ii, 6, 7, 8, 9);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Float32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '6');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '7');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '8');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '9');
+
+ if (contextVersion > 1) {
+ gl.vertexAttribI4i(ii, -1, 0, 1, 2);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Int32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '-1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '2');
+
+ gl.vertexAttribI4ui(ii, 0, 1, 2, 3);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Uint32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '3');
+
+ gl.vertexAttribI4iv(ii, [-1, 0, 1, 2]);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Int32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '-1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '2');
+
+ gl.vertexAttribI4iv(ii, new Int32Array([1, 0, -1, 2]));
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Int32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '-1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '2');
+
+ gl.vertexAttribI4uiv(ii, [0, 1, 2, 3]);
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Uint32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '3');
+
+ gl.vertexAttribI4uiv(ii, new Uint32Array([0, 2, 1, 3]));
+ shouldBeType('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)', 'Uint32Array');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[0]', '0');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[1]', '2');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[2]', '1');
+ shouldBe('gl.getVertexAttrib(' + ii + ', gl.CURRENT_VERTEX_ATTRIB)[3]', '3');
+ }
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ debug("");
+ debug("Checking out-of-range vertexAttrib index");
+ gl.getVertexAttrib(numVertexAttribs, gl.CURRENT_VERTEX_ATTRIB);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib1fv(numVertexAttribs, [1]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib1fv(numVertexAttribs, new Float32Array([-1]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib2fv(numVertexAttribs, [1, 2]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib2fv(numVertexAttribs, new Float32Array([1, -2]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib3fv(numVertexAttribs, [1, 2, 3]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib3fv(numVertexAttribs, new Float32Array([1, -2, 3]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib4fv(numVertexAttribs, [1, 2, 3, 4]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib4fv(numVertexAttribs, new Float32Array([1, 2, -3, 4]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib1f(numVertexAttribs, 5);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib2f(numVertexAttribs, 6, 7);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib3f(numVertexAttribs, 7, 8, 9);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib4f(numVertexAttribs, 6, 7, 8, 9);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ if (contextVersion > 1) {
+ gl.vertexAttribI4i(numVertexAttribs, -1, 0, 1, 2);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4ui(numVertexAttribs, 0, 1, 2, 3);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4iv(numVertexAttribs, [-1, 0, 1, 2]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4iv(numVertexAttribs, new Int32Array([1, 0, -1, 2]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4uiv(numVertexAttribs, [0, 1, 2, 3]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4uiv(numVertexAttribs, new Uint32Array([0, 2, 1, 3]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+ }
+
+ debug("");
+ debug("Checking invalid array lengths");
+ numVertexAttribs = numVertexAttribs - 1;
+ gl.vertexAttrib1fv(numVertexAttribs, []);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib1fv(numVertexAttribs, new Float32Array([]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib2fv(numVertexAttribs, [1]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib2fv(numVertexAttribs, new Float32Array([1]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib3fv(numVertexAttribs, [1, 2]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib3fv(numVertexAttribs, new Float32Array([1, -2]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib4fv(numVertexAttribs, [1, 2, 3]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttrib4fv(numVertexAttribs, new Float32Array([1, 2, -3]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ if (contextVersion > 1) {
+ gl.vertexAttribI4iv(numVertexAttribs, [-1, 0, 1]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4iv(numVertexAttribs, new Int32Array([1, 0, -1]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4uiv(numVertexAttribs, [0, 1, 2]);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+
+ gl.vertexAttribI4uiv(numVertexAttribs, new Uint32Array([0, 2, 1]));
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
+ }
+}
+
+debug("");
+var successfullyParsed = true;