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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/uniform-block-buffer-size.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/uniform-block-buffer-size.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/uniform-block-buffer-size.html new file mode 100644 index 0000000000..35cc5205d4 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/uniform-block-buffer-size.html @@ -0,0 +1,228 @@ +<!-- +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 UniformBlock Buffer Size 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> +<script id='vshader' type='x-shader/x-vertex'>#version 300 es +layout(location=0) in vec3 p; +void main() +{ + gl_Position = vec4(p.xyz, 1.0); +} +</script> +<script id='fshader' type='x-shader/x-fragment'>#version 300 es +precision mediump float; +layout(location=0) out vec4 oColor; + +uniform UBOData { + float UBORed; + float UBOGreen; + float UBOBlue; +}; + +void main() +{ + oColor = vec4(UBORed, UBOGreen, UBOBlue, 1.0); +} +</script> +</head> +<body> +<div id="description"></div> +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script> +"use strict"; +description("This test verifies an active UniformBlock should be populated with a large enough buffer object"); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + runDrawArraysTests(); + runDrawElementsTests(); +} + +function runDrawArraysTests() { + debug(""); + debug("Testing drawArrays and drawArraysInstanced"); + + var instanceCount = 4; + + var program = wtu.setupProgram(gl, ['vshader', 'fshader']); + if (!program) { + testFailed("Could not compile shader with uniform blocks without error"); + return; + } + + var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); + var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices = gl.getUniformIndices(program, ["UBORed", "UBOGreen", "UBOBlue"]); + var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + + if (uniformOffsets.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + var uboArray = new ArrayBuffer(blockSize); + var uboFloatView = new Float32Array(uboArray); + uboFloatView[uniformOffsets[0] / Float32Array.BYTES_PER_ELEMENT] = 1.0; // UBORed + uboFloatView[uniformOffsets[1] / Float32Array.BYTES_PER_ELEMENT] = 0.0; // UBOGreen + uboFloatView[uniformOffsets[2] / Float32Array.BYTES_PER_ELEMENT] = 0.0; // UBOBlue + + var binding = 1; + gl.uniformBlockBinding(program, blockIndex, binding); + + wtu.setupUnitQuad(gl); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Set up succeeded"); + + var buffer = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); + + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: UniformBlock is not backed by a buffer"); + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArraysInstanced: UniformBlock is not backed by a buffer"); + + gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, buffer); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: UniformBlock is backed by a buffer with no data store"); + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArraysInstanced: UniformBlock is backed by a buffer with no data store"); + + var arrayNotLargeEnough = new ArrayBuffer(blockSize - 1); + gl.bufferData(gl.UNIFORM_BUFFER, arrayNotLargeEnough, gl.DYNAMIC_DRAW); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: UniformBlock not populated with a large enough buffer"); + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArraysInstanced: UniformBlock not populated with a large enough buffer"); + + gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView, gl.DYNAMIC_DRAW); + gl.clearColor(0, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays: should be able to draw with sufficient data for UniformBlock"); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced: should be able to draw with sufficient data for UniformBlock"); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + + gl.bindBufferRange(gl.UNIFORM_BUFFER, binding, buffer, 0, blockSize -1); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: bindBufferRange set size too small for UniformBlock"); + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArraysInstanced: bindBufferRange set size too small for UniformBlock"); +} + +function runDrawElementsTests() { + debug(""); + debug("Testing drawElements, drawRangeElements and drawElementsInstanced"); + + var instanceCount = 4; + + var program = wtu.setupProgram(gl, ['vshader', 'fshader']); + if (!program) { + testFailed("Could not compile shader with uniform blocks without error"); + return; + } + + var blockIndex = gl.getUniformBlockIndex(program, "UBOData"); + var blockSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE); + var uniformIndices = gl.getUniformIndices(program, ["UBORed", "UBOGreen", "UBOBlue"]); + var uniformOffsets = gl.getActiveUniforms(program, uniformIndices, gl.UNIFORM_OFFSET); + + if (uniformOffsets.length < 3) { + testFailed("Could not query uniform offsets"); + return; + } + + var uboArray = new ArrayBuffer(blockSize); + var uboFloatView = new Float32Array(uboArray); + uboFloatView[uniformOffsets[0] / Float32Array.BYTES_PER_ELEMENT] = 1.0; // UBORed + uboFloatView[uniformOffsets[1] / Float32Array.BYTES_PER_ELEMENT] = 0.0; // UBOGreen + uboFloatView[uniformOffsets[2] / Float32Array.BYTES_PER_ELEMENT] = 0.0; // UBOBlue + + var binding = 1; + gl.uniformBlockBinding(program, blockIndex, binding); + + wtu.setupIndexedQuad(gl, 1, 0); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Set up succeeded"); + + var buffer = gl.createBuffer(); + gl.bindBuffer(gl.UNIFORM_BUFFER, buffer); + + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: UniformBlock is not backed by a buffer"); + gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawRangeElements: UniformBlock is not backed by a buffer"); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElementsInstanced: UniformBlock is not backed a buffer"); + + gl.bindBufferBase(gl.UNIFORM_BUFFER, binding, buffer); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: UniformBlock is populated with a buffer with no data store"); + gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawRangeElements: UniformBlock is populated with a buffer with no data store"); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElementsInstanced: UniformBlock is populated with a buffer with no data store"); + + var arrayNotLargeEnough = new ArrayBuffer(blockSize - 1); + gl.bufferData(gl.UNIFORM_BUFFER, arrayNotLargeEnough, gl.DYNAMIC_DRAW); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: UniformBlock not populated with a large enough buffer"); + gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawRangeElements: UniformBlock not populated with a large enough buffer"); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElementsInstanced: UniformBlock not populated with a large enough buffer"); + + gl.bufferData(gl.UNIFORM_BUFFER, uboFloatView, gl.DYNAMIC_DRAW); + gl.clearColor(0, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements: should be able to draw with sufficient data for UniformBlock"); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawRangeElements: should be able to draw with sufficient data for UniformBlock"); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced: should be able to draw with sufficient data for UniformBlock"); + wtu.checkCanvas(gl, [255, 0, 0, 255], "draw call should set canvas to red", 2); + + gl.bindBufferRange(gl.UNIFORM_BUFFER, binding, buffer, 0, blockSize -1); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: bindBufferRange set size too small for UniformBlock"); + gl.drawRangeElements(gl.TRIANGLES, 0, 5, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawRangeElements: bindBufferRange set size too small for UniformBlock"); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElementsInstanced: bindBufferRange set size too small for UniformBlock"); +} + +debug(""); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |