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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL ANGLE_base_vertex_base_instance Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/desktop-gl-constants.js"></script>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/tests/compositing-test.js"></script>
<script src="../../js/tests/invalid-vertex-attrib-test.js"></script>
</head>
<body>
<script id="vshaderBaseInstanceWithoutExt" type="x-shader/x-vertex">#version 300 es
layout(location = 0) in vec2 vPosition;
out vec4 color;
void main()
{
  color = vec4(1.0, 0.0, 0.0, 1.0);
  gl_Position = vec4(vPosition * 2.0 - 1.0, gl_BaseInstance, 1);
}
</script>
<!-- Check gl_InstanceID starts at 0 regardless of gl_BaseInstance -->
<script id="vshaderInstanceIDCheck" type="x-shader/x-vertex">#version 300 es
layout(location = 0) in vec2 vPosition;
out vec4 color;
void main()
{
  if (gl_InstanceID == 0) {
    color = vec4(0, 1, 0, 1);
  } else {
    color = vec4(1, 0, 0, 1);
  }
  gl_Position = vec4(vPosition * 2.0 - 1.0, 0, 1);
}
</script>
<script id="vshaderBaseVertexWithoutExt" type="x-shader/x-vertex">#version 300 es
layout(location = 0) in vec2 vPosition;
out vec4 color;
void main()
{
  color = vec4(1.0, 0.0, 0.0, 1.0);
  gl_Position = vec4(vPosition * 2.0 - 1.0, gl_BaseVertex, 1);
}
</script>
<script id="vshaderWithExt" type="x-shader/x-vertex">#version 300 es
#extension GL_ANGLE_base_vertex_base_instance : require
layout(location = 0) in vec2 vPosition;
out vec4 color;
void main()
{
  color = vec4(0, 1, 0, 1);
  gl_Position = vec4(vPosition * 2.0 - 1.0, 0, 1);
}
</script>
<!-- Check gl_VertexID starts at gl_BaseVertex -->
<script id="vshaderVertexIDCheck" type="x-shader/x-vertex">#version 300 es
layout(location = 0) in vec2 vPosition;
out vec4 color;
void main()
{
  if (gl_VertexID >= 3) {
    color = vec4(0, 1, 0, 1);
  } else {
    color = vec4(1, 0, 0, 1);
  }
  gl_Position = vec4(vPosition * 2.0 - 1.0, 0, 1);
}
</script>
<script id="vshaderSimple" type="x-shader/x-vertex">#version 300 es
  layout(location = 0) in vec2 vPosition;
  layout(location = 1) in float vInstance;
  out vec4 color;
  void main()
  {
    if (vInstance <= 0.0) {
      color = vec4(1.0, 0.0, 0.0, 1.0);
    } else if (vInstance <= 1.0) {
      color = vec4(0.0, 1.0, 0.0, 1.0);
    } else if (vInstance <= 2.0) {
      color = vec4(0.0, 0.0, 1.0, 1.0);
    } else {
      color = vec4(0.0, 0.0, 0.0, 1.0);
    }

    gl_Position = vec4(vec3(vPosition, 1.0) * 2.0 - 1.0, 1);
  }
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
  precision mediump float;
  in vec4 color;
  out vec4 oColor;
  void main() {
    oColor = color;
  }
</script>
<div id="description"></div>
<canvas id="canvas" width="128" height="128"> </canvas>
<div id="console"></div>

<script>
"use strict";
description("This test verifies the functionality of the WEBGL_[multi]_draw_basevertex_base_instance extension, if it is available.");

const wtu = WebGLTestUtils;
const canvas = document.getElementById("canvas");
canvas.style.backgroundColor = '#000';
canvas.style.imageRendering = 'pixelated'; // Because Chrome doesn't support crisp-edges.
canvas.style.imageRendering = 'crisp-edges';
const attribs = {
  antialias: false,
};
const gl = wtu.create3DContext(canvas, attribs, 2);

const width = gl.canvas.width;
const height = gl.canvas.height;
const x_count = 8;
const y_count = 8;
const quad_count = x_count * y_count;
const tri_count = quad_count * 2;
const tileSize = [ 1/x_count, 1/y_count ];
const tilePixelSize = [ Math.floor(width / x_count), Math.floor(height / y_count) ];
const quadRadius = [ 0.25 * tileSize[0], 0.25 * tileSize[1] ];
const pixelCheckSize = [ Math.floor(quadRadius[0] * width), Math.floor(quadRadius[1] * height) ];
const bufferUsageSet = [ gl.STATIC_DRAW, gl.DYNAMIC_DRAW ];

function getTileCenter(x, y) {
  return [ tileSize[0] * (0.5 + x), tileSize[1] * (0.5 + y) ];
}

function getQuadVertices(x, y) {
  const center = getTileCenter(x, y);
  return [
    [center[0] - quadRadius[0], center[1] - quadRadius[1], 0],
    [center[0] + quadRadius[0], center[1] - quadRadius[1], 0],
    [center[0] + quadRadius[0], center[1] + quadRadius[1], 0],
    [center[0] - quadRadius[0], center[1] + quadRadius[1], 0],
  ];
}

const indicesData = [];
let verticesData = [];
let nonIndexedVerticesData = [];
const instanceIDsData = Array.from(Array(x_count).keys());
const is = new Uint16Array([0, 1, 2, 0, 2, 3]);
// Rects in the same column are within a vertex array, testing gl_VertexID, gl_BaseVertex
// Rects in the same row are drawn by instancing, testing gl_InstanceID, gl_BaseInstance
for (let y = 0; y < y_count; ++y) {
  // v3 ---- v2
  // |       |
  // |       |
  // v0 ---- v1

  // Get only one column of quad vertices as our geometry
  // Rely on BaseInstance to duplicate on x axis
  const vs = getQuadVertices(0, y);

  for (let i = 0; i < vs.length; ++i) {
    verticesData = verticesData.concat(vs[i]);
  }

  for (let i = 0; i < is.length; ++i) {
    nonIndexedVerticesData = nonIndexedVerticesData.concat(vs[is[i]]);
  }
}

// Build the indicesData used by drawElements*
for (let i = 0; i < y_count; ++i) {
  let oi = 6 * i;
  let ov = 4 * i;
  for (let j = 0; j < is.length; ++j) {
    indicesData[oi + j] = is[j] + ov;
  }
}

const indices = new Uint16Array(indicesData);
const vertices = new Float32Array(verticesData);
const nonIndexedVertices = new Float32Array(nonIndexedVerticesData);
const instanceIDs = new Float32Array(instanceIDsData);

const indexBuffer = gl.createBuffer();
const vertexBuffer = gl.createBuffer();
const nonIndexedVertexBuffer = gl.createBuffer();
const instanceIDBuffer = gl.createBuffer();

const drawArraysDrawCount = x_count / 2;
let drawArraysParams = {
  drawCount: drawArraysDrawCount,
  firsts: new Uint32Array(drawArraysDrawCount).fill(0),
  counts: new Uint32Array(drawArraysDrawCount).fill(y_count * 6),
  instances: new Uint32Array(drawArraysDrawCount).fill(2),
  baseInstances: new Uint32Array(drawArraysDrawCount)
};

for (let i = 0; i < x_count / 2; ++i) {
  drawArraysParams.baseInstances[i] = i * 2;
}

const drawElementsDrawCount = x_count * y_count / 2;
let drawElementsParams = {
  drawCount: drawElementsDrawCount,
  offsets: new Uint32Array(drawElementsDrawCount).fill(0),
  counts: new Uint32Array(drawElementsDrawCount).fill(6),
  instances: new Uint32Array(drawElementsDrawCount).fill(2),
  baseVertices: new Uint32Array(drawElementsDrawCount),
  baseInstances: new Uint32Array(drawElementsDrawCount)
};

let b = 0;
for (let v = 0; v < y_count; ++v) {
  for (let i = 0; i < x_count; i+=2) {
    drawElementsParams.baseVertices[b] = v * 4;
    drawElementsParams.baseInstances[b] = i;
    ++b;
  }
}

function setupGeneralBuffers(bufferUsage) {
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, vertices, bufferUsage);

  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, bufferUsage);

  gl.bindBuffer(gl.ARRAY_BUFFER, nonIndexedVertexBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, nonIndexedVertices, bufferUsage);

  gl.bindBuffer(gl.ARRAY_BUFFER, instanceIDBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, instanceIDs, bufferUsage);
}

// Check if the extension is either both enabled and supported or
// not enabled and not supported.
function runSupportedTest(extensionName, extensionEnabled) {
  const supported = gl.getSupportedExtensions();
  if (supported.indexOf(extensionName) >= 0) {
    if (extensionEnabled) {
      testPassed(extensionName + ' listed as supported and getExtension succeeded');
      return true;
    } else {
      testFailed(extensionName + ' listed as supported but getExtension failed');
    }
  } else {
    if (extensionEnabled) {
      testFailed(extensionName + ' not listed as supported but getExtension succeeded');
    } else {
      testPassed(extensionName + ' not listed as supported and getExtension failed -- this is legal');
    }
  }
  return false;
}

function runTest() {
  if (!gl) {
    return function() {
      testFailed('WebGL context does not exist');
    }
  }

  doTest('WEBGL_draw_instanced_base_vertex_base_instance', false);
  doTest('WEBGL_multi_draw_instanced_base_vertex_base_instance', true);

  testGlslBuiltins();
}

// -

function* range(n) {
  for (let i = 0; i < n; i++) {
    yield i;
  }
}

function crossCombine(...args) {
  function crossCombine2(listA, listB) {
    const listC = [];
    for (const a of listA) {
      for (const b of listB) {
        const c = Object.assign({}, a, b);
        listC.push(c);
      }
    }
    return listC;
  }

  let res = [{}];
  while (args.length) {
    const next = args.shift();
    next[0].defined;
    res = crossCombine2(res, next);
  }
  return res;
}

// -

const PASSTHROUGH_FRAG_SRC = `\
#version 300 es
precision mediump float;
in vec4 v_color;
out vec4 o_color;

void main() {
  o_color = v_color;
}
`;

function testGlslBuiltins() {
  const EXT = gl.getExtension('WEBGL_draw_instanced_base_vertex_base_instance');

  const vertid_prog = (() => {
      const vert_src = `\
#version 300 es
#line 405
layout(location = 0) in int a_vertex_id; // Same as gl_VertexID
out vec4 v_color;

void main() {
  gl_Position = vec4(0,0,0,1);
  gl_PointSize = 1.0;
  v_color = vec4(float(gl_VertexID), float(a_vertex_id),0,0);
  v_color /= 255.0;
}
`;
      const prog = wtu.setupProgram(gl, [vert_src, PASSTHROUGH_FRAG_SRC],
              undefined, undefined, /*logShaders*/ true);
      expectTrue(!!prog, `make_vertid_prog failed`);
      return prog;
    })();

  const instid_prog = (() => {
      const vert_src = `\
#version 300 es
#line 425
layout(location = 0) in int a_vertex_id; // Same as gl_VertexID
layout(location = 1) in int a_instance_div1; // Same as base_instance+gl_InstanceID
layout(location = 2) in int a_instance_div2; // Same as base_instance+floor(gl_InstanceID/2)
layout(location = 3) in int a_instance_div3; // Same as base_instance+floor(gl_InstanceID/3)
out vec4 v_color;

void main() {
  gl_Position = vec4(0,0,0,1);
  gl_PointSize = 1.0;
  v_color = vec4(float(gl_InstanceID), float(a_instance_div1),
                 float(a_instance_div2), float(a_instance_div3));
  v_color /= 255.0;
}
`;
      const prog = wtu.setupProgram(gl, [vert_src, PASSTHROUGH_FRAG_SRC],
              undefined, undefined, /*logShaders*/ true);
      expectTrue(!!prog, `make_instid_prog failed`);
      return prog;
    })();

  const COUNT_UP_DATA = new Int32Array(1000);
  for (const i in COUNT_UP_DATA) {
    COUNT_UP_DATA[i] = i;
  }

  const vertex_id_buf = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertex_id_buf);
  gl.bufferData(gl.ARRAY_BUFFER, COUNT_UP_DATA, gl.STATIC_DRAW);
  gl.enableVertexAttribArray(0);
  gl.vertexAttribIPointer(0, 1, gl.INT, 0, 0);

  gl.enableVertexAttribArray(1);
  gl.vertexAttribIPointer(1, 1, gl.INT, 0, 0);
  gl.vertexAttribDivisor(1, 1);

  gl.enableVertexAttribArray(2);
  gl.vertexAttribIPointer(2, 1, gl.INT, 0, 0);
  gl.vertexAttribDivisor(2, 2);

  gl.enableVertexAttribArray(3);
  gl.vertexAttribIPointer(3, 1, gl.INT, 0, 0);
  gl.vertexAttribDivisor(3, 3);

  const index_buf = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, index_buf);
  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, COUNT_UP_DATA, gl.STATIC_DRAW);

  gl.canvas.width = gl.canvas.height = 1;
  gl.canvas.style.width = gl.canvas.style.height = '1em';
  gl.viewport(0, 0, 1, 1);

  const expect_pixel = (() => {
    const was = new Uint8Array(4);
    return (desc, subtest, expected) => {
      gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, was);
      if (!areArraysEqual(was, expected)) {
        testFailed(`${subtest}: Expected [${expected}], was [${was}]. desc: ${JSON.stringify(desc)}`);
      } else {
        debug(`${subtest}: Was [${was}] as expected.`);
      }
    };
  })();

  // Common setup complete
  // -
  // Create testcases

  const DRAW_FUNC_COMBINER = [{
    name: 'drawArraysInstanced',
    draw: desc => {
      if (desc.base_vert) return false;
      if (desc.base_inst) return false;
      gl.drawArraysInstanced(gl[desc.mode], desc.first_vert,
          desc.vert_count, desc.inst_count);
      return true;
    },
  }, {
    name: 'drawElementsInstanced',
    draw: desc => {
      if (desc.base_vert) return false;
      if (desc.base_inst) return false;
      gl.drawElementsInstanced(gl[desc.mode], desc.vert_count,
          gl.UNSIGNED_INT, 4*desc.first_vert, desc.inst_count);
      return true;
    },
  }, {
    name: 'drawArraysInstancedBaseInstanceWEBGL',
    draw: desc => {
      if (desc.base_vert) return false;
      if (!EXT) return false;
      EXT.drawArraysInstancedBaseInstanceWEBGL(gl[desc.mode],
        desc.first_vert, desc.vert_count, desc.inst_count,
        desc.base_inst);
      return true;
    },
  }, {
    name: 'drawElementsInstancedBaseVertexBaseInstanceWEBGL',
    draw: desc => {
      if (!EXT) return false;
      EXT.drawElementsInstancedBaseVertexBaseInstanceWEBGL(
          gl[desc.mode], desc.vert_count, gl.UNSIGNED_INT, 4*desc.first_vert,
          desc.inst_count, desc.base_vert, desc.base_inst);
      return true;
    },
  }];

  // -

  function make_key_combiner(key, vals) {
    const ret = [];
    for (const v of vals) {
      const cur = {};
      cur[key] = v;
      ret.push(cur);
    }
    return ret;
  }

  const TEST_DESCS = crossCombine(
    DRAW_FUNC_COMBINER,
    make_key_combiner('base_vert', [0,1,2]),
    make_key_combiner('vert_count', [0,1,2]),
    make_key_combiner('base_inst', [0,1,2]),
    make_key_combiner('inst_count', range(10)),
    make_key_combiner('first_vert', [0,1,2]),
  );
  console.log('TEST_DESCS', TEST_DESCS);

  // -
  // Run testcases

  gl.disable(gl.DEPTH_TEST);
  gl.disable(gl.STENCIL_TEST);
  gl.disable(gl.BLEND);

  for (const desc of TEST_DESCS) {
    gl.disable(gl.SCISSOR_TEST);
    gl.clearBufferfv(gl.COLOR, 0, [1,0,0,1]);

    // From OpenGL ES 3.2 spec section 10.5
    // https://www.khronos.org/registry/OpenGL/specs/es/3.2/es_spec_3.2.pdf
    // The index of any element transferred to the GL by DrawArraysOneInstance
    // is referred to as its vertex ID, and may be read by a vertex shader as gl_VertexID.
    // The vertex ID of the ith element transferred is first + i.
    const last_gl_vert_id = desc.base_vert + desc.first_vert + desc.vert_count - 1;
    const last_vert_id = last_gl_vert_id;
    const last_inst_id = desc.inst_count - 1;
    const last_inst_div1 = desc.base_inst + last_inst_id;
    const last_inst_div2 = desc.base_inst + Math.floor(last_inst_id / 2);
    const last_inst_div3 = desc.base_inst + Math.floor(last_inst_id / 3);

    gl.useProgram(vertid_prog);
    if (!desc.draw(desc)) continue;
    debug('\ndesc: ' + JSON.stringify(desc));

    wtu.glErrorAssert(gl, 0);
    if (!desc.vert_count || !desc.inst_count) {
      expect_pixel(desc, 'vertid_prog', [255, 0, 0, 255]);
      continue;
    }

    expect_pixel(desc, 'vertid_prog', [last_gl_vert_id, last_vert_id, 0, 0]);

    gl.useProgram(instid_prog);
    desc.draw(desc);
    expect_pixel(desc, 'instid_prog', [last_inst_id, last_inst_div1, last_inst_div2, last_inst_div3]);
  }
}

// -

function doTest(extensionName, multiDraw) {
  const ext = gl.getExtension(extensionName);
  if (!runSupportedTest(extensionName, ext)) {
    return;
  }

  function getShaderSource(countX, countY, config) {
    const vs = [
      '#version 300 es',
      config.isMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',
      '#define kCountX ' + countX.toString(),
      '#define kCountY ' + countY.toString(),
      'layout(location = 0) in vec2 vPosition;',
      'layout(location = 1) in float vInstanceID;',
      'out vec4 color;',
      'void main()',
      '{',
      '  const float xStep = 1.0 / float(kCountX);',
      '  const float yStep = 1.0 / float(kCountY);',
      '  float xID = vInstanceID;',
      '  float xColor = 1.0 - xStep * xID;',
      '  float yID = floor(float(gl_VertexID) / ' + (config.isDrawArrays ? '6.0' : '4.0') + ' + 0.01);',
      '  color = vec4(xColor, 1.0 - yStep * yID, 1.0',
      '  , 1.0);',
      '  mat3 transform = mat3(1.0);',
      '  transform[2][0] = xID * xStep;',
      '  gl_Position = vec4(transform * vec3(vPosition, 1.0) * 2.0 - 1.0, 1.0);',
      '}'
    ].join('\n');

    const fs = document.getElementById('fshader').text.trim();

    return [vs, fs];
  }

  function runValidationTests(bufferUsage) {
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0.2,0.2, 0.8,0.2, 0.5,0.8 ]), bufferUsage);

    const indexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([ 0, 1, 2 ]), bufferUsage);

    const instanceBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, instanceBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0, 1, 2 ]), bufferUsage);

    const program = wtu.setupProgram(gl, ['vshaderSimple', 'fshader'], ['vPosition, vInstanceID'], [0, 1], true);
    expectTrue(program != null, "can compile simple program");

    function setupInstanced() {
      gl.bindBuffer(gl.ARRAY_BUFFER, instanceBuffer);
      gl.enableVertexAttribArray(1);
      gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
      gl.vertexAttribDivisor(1, 1);
    }

    setupInstanced();

    function setupDrawArrays() {
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
      gl.enableVertexAttribArray(0);
      gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
    }

    function setupDrawElements() {
      gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
      gl.enableVertexAttribArray(0);
      gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
    }

    function makeDrawValidationCheck(drawFunc, setup) {
      if (!drawFunc) {
        return function() {};
      }
      return function(f_args, expect, msg) {
        setup();
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        drawFunc.apply(ext, f_args);
        wtu.glErrorShouldBe(gl, expect, drawFunc.name + " " + msg);
        gl.disableVertexAttribArray(0);
      }
    }

    if (!multiDraw) {
      const checkDrawArraysInstancedBaseInstance = makeDrawValidationCheck(
        ext.drawArraysInstancedBaseInstanceWEBGL, setupDrawArrays);
      const checkDrawElementsInstancedBaseVertexBaseInstance = makeDrawValidationCheck(
        ext.drawElementsInstancedBaseVertexBaseInstanceWEBGL, setupDrawElements);
      checkDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, 0, 3, 1, 1],
        gl.NO_ERROR, "with gl.TRIANGLES"
      );
      checkDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0, 1, 0, 0],
        gl.NO_ERROR, "with gl.TRIANGLES"
      );

      checkDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, 0, 3, 1, 3],
        [gl.NO_ERROR, gl.INVALID_OPERATION],
        "with baseInstance leading to out of bounds"
      );
      checkDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0, 1, 2, 0],
        [gl.NO_ERROR, gl.INVALID_OPERATION],
        "with baseVertex leading to out of bounds"
      );
      checkDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0, 1, 0, 3],
        [gl.NO_ERROR, gl.INVALID_OPERATION],
        "with baseInstance leading to out of bounds"
      );
      checkDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0, 1, 2, 3],
        [gl.NO_ERROR, gl.INVALID_OPERATION],
        "with both baseVertex and baseInstance leading to out of bounds"
      );
    } else {
      const checkMultiDrawArraysInstancedBaseInstance = makeDrawValidationCheck(
        ext.multiDrawArraysInstancedBaseInstanceWEBGL, setupDrawArrays);
      const checkMultiDrawElementsInstancedBaseVertexBaseInstance = makeDrawValidationCheck(
        ext.multiDrawElementsInstancedBaseVertexBaseInstanceWEBGL, setupDrawElements);

      // Check that drawing a single triangle works
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 0, [1], 0, [0], 0, 1],
        gl.NO_ERROR, "with gl.TRIANGLES"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 0, [0], 0, 1],
        gl.NO_ERROR, "with gl.TRIANGLES"
      );

      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 0, [1], 0, [3], 0, 1],
        [gl.NO_ERROR, gl.INVALID_OPERATION], "with baseInstance leads to out of bounds"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [2], 0, [0], 0, 1],
        [gl.NO_ERROR, gl.INVALID_OPERATION], "with baseVertex leads to out of bounds"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 0, [3], 0, 1],
        [gl.NO_ERROR, gl.INVALID_OPERATION], "with baseInstance leads to out of bounds"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [2], 0, [3], 0, 1],
        [gl.NO_ERROR, gl.INVALID_OPERATION],
        "with both baseVertex and baseInstance lead to out of bounds"
      );

      // Zero drawcount permitted
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 0, [1], 0, [0], 0, 0],
        gl.NO_ERROR, "with drawcount == 0"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 0, [0], 0, 0],
        gl.NO_ERROR, "with drawcount == 0"
      );

      // Check negative drawcount
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 0, [1], 0, [0], 0, -1],
        gl.INVALID_VALUE, "with drawcount < 0"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 0, [0], 0, -1],
        gl.INVALID_VALUE, "with drawcount < 0"
      );

      // Check offsets greater than array length
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 1, [3], 0, [1], 0, [0], 0, 1],
        gl.INVALID_OPERATION, "with firstsStart >= firstsList.length"
      );
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 1, [1], 0, [0], 0, 1],
        gl.INVALID_OPERATION, "with countsStart >= countsList.length"
      );
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 0, [1], 1, [0], 0, 1],
        gl.INVALID_OPERATION, "with instanceCountsStart >= instanceCountsList.length"
      );
      checkMultiDrawArraysInstancedBaseInstance(
        [gl.TRIANGLES, [0], 0, [3], 0, [1], 0, [0], 1, 1],
        gl.INVALID_OPERATION, "with baseInstancesStart >= baseInstancesList.length"
      );

      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 1, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 0, [0], 0, 1],
        gl.INVALID_OPERATION, "with countsStart >= countsList.length"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 1, [1], 0, [0], 0, [0], 0, 1],
        gl.INVALID_OPERATION, "with offsetsStart >= offsetsList.length"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 1, [0], 0, [0], 0, 1],
        gl.INVALID_OPERATION, "with instanceCountsStart >= instanceCountsList.length"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 1, [0], 0, 1],
        gl.INVALID_OPERATION, "with baseVerticesStart >= baseVerticesList.length"
      );
      checkMultiDrawElementsInstancedBaseVertexBaseInstance(
        [gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [0], 0, [0], 1, 1],
        gl.INVALID_OPERATION, "with baseInstancesStart >= baseInstancesList.length"
      );
    }
  }

  function runShaderTests(bufferUsage) {
    let badProgram;

    badProgram = wtu.setupProgram(gl, ["vshaderBaseInstanceWithoutExt", "fshader"]);
    expectTrue(!badProgram, "cannot compile program with gl_BaseInstance but no extension directive");
    badProgram = wtu.setupProgram(gl, ["vshaderBaseVertexWithoutExt", "fshader"]);
    expectTrue(!badProgram, "cannot compile program with gl_BaseVertex but no extension directive");

    badProgram = wtu.setupProgram(gl, ["vshaderWithExt", "fshader"]);
    expectTrue(!badProgram, "cannot compile program with #extension GL_ANGLE_base_vertex_base_instance");

    const x = Math.floor(width * 0.4);
    const y = Math.floor(height * 0.4);
    const xSize = Math.floor(width * 0.2);
    const ySize = Math.floor(height * 0.2);

    // gl_InstanceID
    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0.5,1, 0,1, 0.5,0, 1,1 ]), bufferUsage);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

    const instanceIDProgram = wtu.setupProgram(gl, ["vshaderInstanceIDCheck", "fshader"], ["vPosition"], [0]);
    expectTrue(instanceIDProgram !== null, "can compile program with gl_InstanceID");
    gl.useProgram(instanceIDProgram);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    if (!multiDraw) {
      ext.drawArraysInstancedBaseInstanceWEBGL(gl.TRIANGLES, 0, 6, 1, 5);
    } else {
      ext.multiDrawArraysInstancedBaseInstanceWEBGL(gl.TRIANGLES, [0], 0, [6], 0, [1], 0, [5], 0, 1);
    }

    wtu.checkCanvasRect(gl, x, y, xSize, ySize, [0, 255, 0, 255], "gl_InstanceID should always starts from 0");

    // gl_VertexID
    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0.5,1, 0,1, 0.5,0, 1,1, 0,0, 1,0, 0.5,1, 0,1 ]), bufferUsage);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0, 1, 2, 3, 4, 5]), bufferUsage);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

    const vertexIDProgram = wtu.setupProgram(gl, ["vshaderVertexIDCheck", "fshader"], ["vPosition"], [0]);
    expectTrue(vertexIDProgram !== null, "can compile program with gl_VertexID");
    gl.useProgram(vertexIDProgram);

    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    if (!multiDraw) {
      ext.drawElementsInstancedBaseVertexBaseInstanceWEBGL(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 1, 3, 0);
    } else {
      ext.multiDrawElementsInstancedBaseVertexBaseInstanceWEBGL(gl.TRIANGLES, [6], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, [3], 0, [0], 0, 1);
    }

    wtu.checkCanvasRect(gl, x, y, xSize, ySize, [0, 255, 0, 255], "gl_VertexID should always starts from 0");
  }

  function runPixelTests() {

    function checkResult(config) {
      const rects = [];
      const expected = [
        [255, 0, 0, 255],
        [0, 255, 0, 255],
        [0, 0, 255, 255],
      ];
      const msg = config.drawFunc.name + (
        config.useBaseVertexBuiltin ? ' gl_BaseVertex' : ''
      ) + (
        config.useBaseInstanceBuiltin ? ' gl_BaseInstance' : ' InstanceIDArray'
      );
      for (let y = 0; y < y_count; ++y) {
        for (let x = 0; x < x_count; ++x) {
          const center_x = x * tilePixelSize[0] + Math.floor(tilePixelSize[0] / 2);
          const center_y = y * tilePixelSize[1] + Math.floor(tilePixelSize[1] / 2);

          rects.push(wtu.makeCheckRect(
            center_x - Math.floor(pixelCheckSize[0] / 2),
            center_y - Math.floor(pixelCheckSize[1] / 2),
            pixelCheckSize[0],
            pixelCheckSize[1],
            [
              256.0 * (1.0 - x / x_count),
              256.0 * (1.0 - y / y_count),
              (!config.isDrawArrays && config.useBaseVertexBuiltin) ? 256.0 * (1.0 - y / y_count) : 255.0,
              255.0
            ],
            msg + ' (' + x + ',' + y + ')', 1.0
          ));
        }
      }
      wtu.checkCanvasRects(gl, rects);
    }

    // Draw functions variations

    function drawArraysInstancedBaseInstance() {
      const countPerDraw = y_count * 6;
      for (let x = 0; x < x_count; x += 2) {
        ext.drawArraysInstancedBaseInstanceWEBGL(gl.TRIANGLES, 0, countPerDraw, 2, x);
      }
    }

    function multiDrawArraysInstancedBaseInstance() {
      ext.multiDrawArraysInstancedBaseInstanceWEBGL(gl.TRIANGLES, drawArraysParams.firsts, 0, drawArraysParams.counts, 0, drawArraysParams.instances, 0, drawArraysParams.baseInstances, 0, drawArraysParams.drawCount);
    }

    function drawElementsInstancedBaseVertexBaseInstance() {
      const countPerDraw = 6;
      for (let v = 0; v < y_count; ++v) {
        for (let x = 0; x < x_count; x += 2) {
          ext.drawElementsInstancedBaseVertexBaseInstanceWEBGL(gl.TRIANGLES, countPerDraw, gl.UNSIGNED_SHORT, 0, 2, v * 4, x);
        }
      }
    }

    function multiDrawElementsInstancedBaseVertexBaseInstance() {
      ext.multiDrawElementsInstancedBaseVertexBaseInstanceWEBGL(gl.TRIANGLES, drawElementsParams.counts, 0, gl.UNSIGNED_SHORT, drawElementsParams.offsets, 0, drawElementsParams.instances, 0, drawElementsParams.baseVertices, 0, drawElementsParams.baseInstances, 0, drawElementsParams.drawCount);
    }

    function checkDraw(config) {
      const program = wtu.setupProgram(
        gl,
        getShaderSource(x_count, y_count, config),
        !config.useBaseInstanceBuiltin ? ['vPosition'] : ['vPosition', 'vInstanceID']
      );

      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

      if (config.isDrawArrays) {
        gl.bindBuffer(gl.ARRAY_BUFFER, nonIndexedVertexBuffer);
        gl.enableVertexAttribArray(0);
        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
      } else {
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
        gl.enableVertexAttribArray(0);
        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
      }

      if (!config.useBaseInstanceBuiltin) {
        gl.bindBuffer(gl.ARRAY_BUFFER, instanceIDBuffer);
        gl.enableVertexAttribArray(1);
        gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
        gl.vertexAttribDivisor(1, 1);
      }

      config.drawFunc();
      wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");

      checkResult(config);
    }

    checkDraw({
      drawFunc: multiDraw ? multiDrawArraysInstancedBaseInstance : drawArraysInstancedBaseInstance,
      isDrawArrays: true,
      isMultiDraw: multiDraw,
      useBaseVertexBuiltin: false,
      useBaseInstanceBuiltin: false
    });

    checkDraw({
      drawFunc: multiDraw ? multiDrawElementsInstancedBaseVertexBaseInstance : drawElementsInstancedBaseVertexBaseInstance,
      isDrawArrays: false,
      isMultiDraw: multiDraw,
      useBaseVertexBuiltin: false,
      useBaseInstanceBuiltin: false
    });
  }

  for (let i = 0; i < bufferUsageSet.length; i++) {
    let bufferUsage = bufferUsageSet[i];
    debug("Testing with BufferUsage = " + bufferUsage);
    setupGeneralBuffers(bufferUsage);
    runValidationTests(bufferUsage);
    runShaderTests(bufferUsage);
    runPixelTests();
  }
}


async function runDrawTests(testFn) {
    function drawArrays(gl) {
      gl.drawArrays(gl.TRIANGLES, 0, 6);
    }

    function drawElements(gl) {
      gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
    }

    function drawArraysInstanced(gl) {
      gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, 1);
    }

    function drawElementsInstanced(gl) {
      gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 1);
    }

    function drawArraysInstancedBaseInstanceWEBGL(gl) {
      const ext = gl.getExtension('WEBGL_draw_instanced_base_vertex_base_instance');
      if (!ext) {
        throw 'Should not have run this test without WEBGL_draw_instanced_base_vertex_base_instance';
      }

      ext.drawArraysInstancedBaseInstanceWEBGL(gl.TRIANGLES, 0, 6, 1, 0);
    }

    function drawElementsInstancedBaseVertexBaseInstanceWEBGL(gl) {
      const ext = gl.getExtension('WEBGL_draw_instanced_base_vertex_base_instance');
      if (!ext) {
        throw 'Should not have run this test without WEBGL_draw_instanced_base_vertex_base_instance';
      }

      ext.drawElementsInstancedBaseVertexBaseInstanceWEBGL(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 1, 0, 0);
    }

    function multiDrawArraysInstancedBaseInstanceWEBGL(gl) {
      const ext = gl.getExtension('WEBGL_multi_draw_instanced_base_vertex_base_instance');
      if (!ext) {
        throw 'Should not have run this test without WEBGL_multi_draw_instanced_base_vertex_base_instance';
      }
      ext.multiDrawArraysInstancedBaseInstanceWEBGL(gl.TRIANGLES, [0], 0, [6], 0, [1], 0, [0], 0, 1);
    }

    function multiDrawElementsInstancedBaseVertexBaseInstanceWEBGL(gl) {
      const ext = gl.getExtension('WEBGL_multi_draw_instanced_base_vertex_base_instance');
      if (!ext) {
        throw 'Should not have run this test without WEBGL_multi_draw_instanced_base_vertex_base_instance';
      }
      ext.multiDrawElementsInstancedBaseVertexBaseInstanceWEBGL(
          gl.TRIANGLES,
          [6], 0,   // counts
          gl.UNSIGNED_BYTE,
          [0], 0,   // offsets
          [1], 0,   // instances
          [0], 0,   // baseVerts
          [0], 0,   // baseInstances
          1,        // drawCount
      );
    }

    await testFn(drawArrays);             // sanity check
    await testFn(drawElements);           // sanity check
    await testFn(drawArraysInstanced);    // sanity check
    await testFn(drawElementsInstanced);  // sanity check

    // It's only legal to call testFn if the extension is supported,
    // since the invalid vertex attrib tests, in particular, expect the
    // draw function to have an effect.
    if (gl.getExtension('WEBGL_draw_instanced_base_vertex_base_instance')) {
      await testFn(drawArraysInstancedBaseInstanceWEBGL);
      await testFn(drawElementsInstancedBaseVertexBaseInstanceWEBGL);
    }
    if (gl.getExtension('WEBGL_multi_draw_instanced_base_vertex_base_instance')) {
      await testFn(multiDrawArraysInstancedBaseInstanceWEBGL);
      await testFn(multiDrawElementsInstancedBaseVertexBaseInstanceWEBGL);
    }
}

async function runCompositingTests() {
    const compositingTestFn = createCompositingTestFn({
      webglVersion: 2,
      shadersFn(gl) {
        const vs = `\
        #version 300 es
        layout(location = 0) in vec4 position;
        void main() {
          gl_Position = position;
        }
        `;
        const fs = `\
        #version 300 es
        precision highp float;
        out vec4 fragColor;
        void main() {
          fragColor = vec4(1, 0, 0, 1);
        }
        `;
        return [vs, fs];
      },
    });
    await runDrawTests(compositingTestFn);
}

async function runInvalidAttribTests(gl) {
  const invalidAttribTestFn = createInvalidAttribTestFn(gl);
  await runDrawTests(invalidAttribTestFn);
}

async function main() {
  runTest();
  await runInvalidAttribTests(gl);
  await runCompositingTests();
  finishTest();
}
main();

var successfullyParsed = true;
</script>
</body>
</html>