summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/two-unreferenced-varyings.html
blob: 2173fd35aeda81c88a4174ebe0bc487c7dae2de0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
<!--
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>