From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- .../checkout/js/tests/gl-vertex-attrib.js | 263 +++++++++++++++++++++ 1 file changed, 263 insertions(+) create mode 100644 dom/canvas/test/webgl-conf/checkout/js/tests/gl-vertex-attrib.js (limited to 'dom/canvas/test/webgl-conf/checkout/js/tests/gl-vertex-attrib.js') 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; -- cgit v1.2.3