mirror of
https://repo.dactyloidae.xyz/Dactyloidae/UXP.git
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152 lines
4.7 KiB
HTML
152 lines
4.7 KiB
HTML
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<!--
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/*
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** Copyright (c) 2012 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** copy of this software and/or associated documentation files (the
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** "Materials"), to deal in the Materials without restriction, including
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** without limitation the rights to use, copy, modify, merge, publish,
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** distribute, sublicense, and/or sell copies of the Materials, and to
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** permit persons to whom the Materials are furnished to do so, subject to
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** the following conditions:
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**
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** The above copyright notice and this permission notice shall be included
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** in all copies or substantial portions of the Materials.
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**
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** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL Enable Vertex Attrib Zero Test</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../js/js-test-pre.js"></script>
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<script src="../../js/webgl-test-utils.js"> </script>
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</head>
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<body>
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<canvas id="example" width="50" height="50">
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</canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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void main()
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{
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gl_FragColor = vec4(0.0,1.0,0.0,1.0);
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}
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</script>
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<script>
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"use strict";
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description("Test some of the issues of the difference between attrib 0 on OpenGL vs WebGL");
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debug("");
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext("example");
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var g_program;
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var g_attribLocation;
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function setup(attribIndex) {
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var program = wtu.setupProgram(
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gl, ['vshader', 'fshader'], ['vPosition'], [attribIndex]);
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g_program = program;
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g_attribLocation = attribIndex;
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shouldBe("g_attribLocation", "gl.getAttribLocation(g_program, 'vPosition')");
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return program;
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}
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function setupVerts(numVerts) {
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var verts = [
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1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, -1.0, 0.0
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];
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var positions = new Float32Array(numVerts * 3);
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var indices = new Uint16Array(numVerts);
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for (var ii = 0; ii < numVerts; ++ii) {
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var ndx = ii % 6;
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var dst = ii * 3;
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var src = ndx * 3;
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for (var jj = 0; jj < 3; ++jj) {
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positions[dst + jj] = verts[src + jj];
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}
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indices[ii] = ii;
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}
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
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var indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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}
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var p0 = setup(0);
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var p3 = setup(3);
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setupVerts(60000);
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for (var ii = 0; ii < 5; ++ii) {
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// test drawing with attrib 0
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gl.useProgram(p0);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawElements(gl.TRIANGLES, 60000, gl.UNSIGNED_SHORT, 0);
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wtu.glErrorShouldBe(
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gl, gl.NO_ERROR,
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"drawing using attrib 0 with 6 verts");
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wtu.checkCanvas(gl, [0, 255, 0, 255], "canvas should be green");
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gl.disableVertexAttribArray(0);
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// test drawing without attrib 0
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gl.useProgram(p3);
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gl.enableVertexAttribArray(3);
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gl.vertexAttribPointer(3, 3, gl.FLOAT, false, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 60000);
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wtu.glErrorShouldBe(
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gl, gl.NO_ERROR,
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"drawing using attrib 3 with 60000 verts");
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wtu.checkCanvas(gl, [0, 255, 0, 255], "canvas should be green");
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gl.disableVertexAttribArray(3);
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// This second test of drawing without attrib0 unconvered a bug in chrome
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// where after the draw without attrib0 the attrib 0 emulation code disabled
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// attrib 0 and it was never re-enabled so this next draw failed.
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gl.useProgram(p3);
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gl.enableVertexAttribArray(3);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawElements(gl.TRIANGLES, 60000, gl.UNSIGNED_SHORT, 0);
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wtu.glErrorShouldBe(
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gl, gl.NO_ERROR,
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"drawing using attrib 3 with 60000 verts");
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wtu.checkCanvas(gl, [0, 255, 0, 255], "canvas should be green");
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gl.disableVertexAttribArray(3);
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}
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var successfullyParsed = true;
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</script>
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<script src="../../js/js-test-post.js"></script>
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</body>
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</html>
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