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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/buffers/vertex-buffer-updated-after-draw.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/buffers/vertex-buffer-updated-after-draw.html | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/buffers/vertex-buffer-updated-after-draw.html b/dom/canvas/test/webgl-conf/checkout/conformance/buffers/vertex-buffer-updated-after-draw.html new file mode 100644 index 0000000000..90436b64ef --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/buffers/vertex-buffer-updated-after-draw.html @@ -0,0 +1,94 @@ +<!-- +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 Buffer Updated After Draw Test</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> +<canvas id="example" width="50" height="50"> +</canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec2 a_position; +attribute vec4 a_color; +varying vec4 v_outcolor; +void main() { + gl_Position = vec4(a_position, 0, 1); + v_outcolor = a_color; +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +varying mediump vec4 v_outcolor; +void main() { + gl_FragColor = v_outcolor; +} +</script> + +<script> +// Tests that D3D11 dirty bit updates don't forget about BufferSubData attrib updates. +// Based on ANGLE test (StateChangeTest, VertexBufferUpdatedAfterDraw) from https://github.com/google/angle/blob/f7f0b8c3ab21c52cc2915048959361cf628d95f0/src/tests/gl_tests/StateChangeTest.cpp +"use strict"; +var wtu = WebGLTestUtils; +description(); + +var gl = wtu.create3DContext("example"); + +var program = wtu.setupProgram(gl, ['vshader', 'fshader']); + +var colorLoc = gl.getAttribLocation(program, "a_color"); +var green = new Uint8Array(4 * 6); +var red = new Uint8Array(4 * 6); + +for (var i = 0; i < 6; ++i) { + var ci = i * 4; + + green[ci] = 0; + red[ci] = 255; + + green[ci + 1] = 255; + red[ci + 1] = 0; + + green[ci + 2] = red[ci + 2] = 0; + + green[ci + 3] = red[ci + 3] = 255; +} + +var positionLoc = gl.getAttribLocation(program, "a_position"); + +var gridRes = 1; +wtu.setupIndexedQuad(gl, gridRes, positionLoc); + +var colorBuf = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, colorBuf); +gl.bufferData(gl.ARRAY_BUFFER, green, gl.STATIC_DRAW); +gl.vertexAttribPointer(colorLoc, 4, gl.UNSIGNED_BYTE, true, 0, 0); +gl.enableVertexAttribArray(colorLoc); + +wtu.clearAndDrawIndexedQuad(gl, gridRes); +wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); + +gl.bufferSubData(gl.ARRAY_BUFFER, 0, red); + +wtu.clearAndDrawIndexedQuad(gl, gridRes); +wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red"); + +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> + |