import FIREFOX_52_6_0esr_RELEASE from mozilla-esr52 hg repo

This commit is contained in:
Roy Tam 2018-01-19 03:59:58 +08:00
commit dcd9973243
150858 changed files with 23884658 additions and 0 deletions

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--min-version 1.0.3 gl-bindAttribLocation-aliasing.html
--min-version 1.0.3 gl-bindAttribLocation-matrix.html
--min-version 1.0.4 gl-bindAttribLocation-repeated.html
--min-version 1.0.2 gl-disabled-vertex-attrib.html
gl-enable-vertex-attrib.html
--min-version 1.0.3 gl-matrix-attributes.html
--max-version 1.9.9 gl-vertex-attrib.html
gl-vertexattribpointer.html
gl-vertexattribpointer-offsets.html
--min-version 1.0.2 gl-vertex-attrib-render.html
gl-vertex-attrib-zero-issues.html

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<!--
/*
** Copyright (c) 2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<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>
<title>bindAttribLocation with aliasing</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script id="vertexShader" type="text/something-not-javascript">
precision mediump float;
attribute $(type_1) a_1;
attribute $(type_2) a_2;
void main() {
gl_Position = $(gl_Position_1) + $(gl_Position_2);
}
</script>
<script>
"use strict";
description("This test verifies combinations of valid, active attribute types cannot be bound to the same location with bindAttribLocation.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
var typeInfo = [
{ type: 'float', asVec4: 'vec4(0.0, $(var), 0.0, 1.0)' },
{ type: 'vec2', asVec4: 'vec4($(var), 0.0, 1.0)' },
{ type: 'vec3', asVec4: 'vec4($(var), 1.0)' },
{ type: 'vec4', asVec4: '$(var)' },
];
var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
// Test all type combinations of a_1 and a_2.
typeInfo.forEach(function(typeInfo1) {
typeInfo.forEach(function(typeInfo2) {
debug('attribute_1: ' + typeInfo1.type + ' attribute_2: ' + typeInfo2.type);
var replaceParams = {
type_1: typeInfo1.type,
type_2: typeInfo2.type,
gl_Position_1: wtu.replaceParams(typeInfo1.asVec4, {var: 'a_1'}),
gl_Position_2: wtu.replaceParams(typeInfo2.asVec4, {var: 'a_2'})
};
var strVertexShader = wtu.replaceParams(wtu.getScript('vertexShader'), replaceParams);
var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
assertMsg(glVertexShader != null, "Vertex shader compiled successfully.");
// Bind both a_1 and a_2 to the same position and verify the link fails.
// Do so for all valid positions available.
for (var l = 0; l < maxAttributes; l++) {
var glProgram = gl.createProgram();
gl.bindAttribLocation(glProgram, l, 'a_1');
gl.bindAttribLocation(glProgram, l, 'a_2');
gl.attachShader(glProgram, glVertexShader);
gl.attachShader(glProgram, glFragmentShader);
gl.linkProgram(glProgram);
assertMsg(!gl.getProgramParameter(glProgram, gl.LINK_STATUS), "Link should fail when both types are aliased to location " + l);
}
});
});
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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<!--
/*
** Copyright (c) 2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<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>
<title>WebGL bindAttribLocation with Matrix Attributes Conformance Test</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script>
"use strict";
description("This test verifies that vectors placed via bindAttribLocation right after matricies will fail if there is insufficient room for the matrix.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
// Make sure we have room for at least a mat4.
var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
debug('MAX_VERTEX_ATTRIBUTES is ' + maxAttributes);
shouldBeGreaterThanOrEqual('maxAttributes', '4');
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
// Given a matrix dimension, load a vertex shader with a matrix of that dimension
// and a vector. Ensure that both the vector and matrix are active attributes.
// Return the compiled vertex shader.
function loadVertexShader(numMatrixDimensions) {
var strVertexShader =
'attribute mat' + numMatrixDimensions + ' matrix;\n' +
'attribute vec' + numMatrixDimensions + ' vector;\n' +
'void main(void) { gl_Position = vec4(vector*matrix';
// Ensure the vec4 has the correct number of dimensions in order to be assignable
// to gl_Position.
for (var ii = numMatrixDimensions; ii < 4; ++ii) {
strVertexShader += ",0.0";
}
strVertexShader += ");}\n";
return wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
}
// Given a vertex shader, matrix location and vector location, create and link
// a program with glFragmentShader and a vertex shader returned by loadVertexShader
// attached. Bind the matrix to matrixLocation and the vector to vectorLocation.
// Return whether the link was successful.
function createAndLinkProgram(glVertexShader, matrixLocation, vectorLocation) {
var glProgram = gl.createProgram();
gl.bindAttribLocation(glProgram, matrixLocation, 'matrix');
gl.bindAttribLocation(glProgram, vectorLocation, 'vector');
gl.attachShader(glProgram, glVertexShader);
gl.attachShader(glProgram, glFragmentShader);
gl.linkProgram(glProgram);
return gl.getProgramParameter(glProgram, gl.LINK_STATUS);
}
// For each matrix dimension (mat2, mat3 and mat4)
for (var mm = 2; mm <= 4; ++mm) {
debug('Testing ' + mm + ' dimensional matrices');
var glVertexShader = loadVertexShader(mm);
// Per the WebGL spec: "LinkProgram will fail if the attribute bindings assigned
// by bindAttribLocation do not leave enough space to assign a location for an
// active matrix attribute which requires multiple contiguous generic attributes."
// We will test this by placing the vector after the matrix attribute such that there
// is not enough room for the matrix. Vertify the link operation fails.
// Run the test for each available attribute slot. Go to maxAttributes-mm to leave enough room
// for the matrix itself. Leave another slot open for the vector following the matrix.
for (var pp = 0; pp <= maxAttributes - mm - 1; ++pp) {
// For each matrix dimension, bind the vector right after the matrix such that we leave
// insufficient room for the matrix. Verify doing this will fail the link operation.
for (var ll = 0; ll < mm; ++ll) {
var vectorLocation = pp + ll;
assertMsg(!createAndLinkProgram(glVertexShader, /*matrixLocation*/pp, vectorLocation),
"Matrix with location " + pp + " and vector with location " + vectorLocation + " should not link.");
}
// Ensure that once we have left enough room for the matrix, the program links successfully.
var vectorLocation = pp + ll;
assertMsg(createAndLinkProgram(glVertexShader, /*matrixLocation*/pp, vectorLocation),
"Matrix with location " + pp + " and vector with location " + vectorLocation + " should link.");
debug('');
}
debug('');
}
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Repeated BindAttribLocation 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 vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(0.0,1.0,0.0,1.0);
}
</script>
<script>
"use strict";
description("Test repeated loading of programs involving bindAttribLocation calls");
debug("Regression test for <a href='https://code.google.com/p/chromium/issues/detail?id=510637'>crbug.com/510637</a>");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var g_program;
var g_attribLocation;
function setup(attribIndex) {
var program = wtu.setupProgram(
gl, ['vshader', 'fshader'], ['vPosition'], [attribIndex]);
g_program = program;
g_attribLocation = attribIndex;
shouldBe("gl.getAttribLocation(g_program, 'vPosition')", "g_attribLocation");
return program;
}
var p0 = setup(0);
var p3 = setup(3);
var p1 = setup(1);
// This call fails the getAttribLocation check on some drivers when
// Chrome's program binary cache is enabled. On the affected drivers,
// it returns the bound attribute location from the first binary
// created. Swapping 0 and 1 above will cause it to return 1 rather
// than 0.
p3 = setup(3);
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Disabled Vertex Attrib 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 vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
bool isCorrectColor(vec4 v) {
return v.x == 0.0 && v.y == 0.0 && v.z == 0.0 && v.w == 1.0;
}
void main() {
gl_Position = a_position;
v_color = isCorrectColor(a_color) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
</script>
<script>
"use strict";
var wtu = WebGLTestUtils;
description();
var gl = wtu.create3DContext("example");
var numVertexAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
for (var ii = 0; ii < numVertexAttribs; ++ii) {
var colorLocation = (ii + 1) % numVertexAttribs;
var positionLocation = colorLocation ? 0 : 1;
if (positionLocation != 0) {
// We need to create a new 3d context for testing attrib 0
// since we've already effected attrib 0 on other tests.
gl = wtu.create3DContext();
}
debug("testing attrib: " + colorLocation);
var program = wtu.setupProgram(
gl,
['vshader', 'fshader'],
['a_position', 'a_color'],
[positionLocation, colorLocation]);
var gridRes = 1;
wtu.setupIndexedQuad(gl, gridRes, positionLocation);
wtu.clearAndDrawIndexedQuad(gl, gridRes);
wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Enable Vertex Attrib 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 vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
</script>
<script>
"use strict";
description("tests that turning on attribs that have no buffer bound fails to draw");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(3);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
gl.drawArrays(gl.TRIANGLES, 0, 3);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION);
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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<!--
/*
** Copyright (c) 2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<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>
<title>WebGL Matrix Attribute Conformance Test</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script>
"use strict";
description("This tests ensures that matrix attribute locations do not clash with other shader attributes.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
// Make sure we have room for at least a mat4.
var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
debug('MAX_VERTEX_ATTRIBUTES is ' + maxAttributes);
shouldBeGreaterThanOrEqual('maxAttributes', '4');
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
// prepareMatrixProgram creates a program with glFragmentShader as the fragment shader.
// The vertex shader has numVector number of vectors and a matrix with numMatrixDimensions
// dimensions at location numMatrixPosition in the list of attributes.
// Ensures that every vector and matrix is used by the program.
// Returns a valid program on successfull link; null on link failure.
function prepareMatrixProgram(numVectors, numMatrixDimensions, numMatrixPosition) {
// Add the matrix and vector attribute declarations. Declare the vectors
// to have the same number of components as the matrix so we can perform
// operations on them when we assign to gl_Position later on.
var strVertexShader = "";
for (var ii = 1; ii <= numVectors; ++ii) {
if (numMatrixPosition === ii) {
strVertexShader += "attribute mat" + numMatrixDimensions + " matrix;\n";
}
strVertexShader += "attribute vec" + numMatrixDimensions + " vec_" + ii + ";\n";
}
// numMatrixPosition will be one past numVectors if the caller wants it to be
// last. Hence, we need this check outside the loop as well as inside.
if (numMatrixPosition === ii) {
strVertexShader += "attribute mat" + numMatrixDimensions + " matrix;\n";
}
// Add the body of the shader. Add up all of the vectors and multiply by the matrix.
// The operations we perform do not matter. We just need to ensure that all the vector and
// matrix attributes are used.
strVertexShader += "void main(void) { \ngl_Position = vec4((";
for (var ii = 1; ii <= numVectors; ++ii) {
if (ii > 1) {
strVertexShader += "+"
}
strVertexShader += "vec_" + ii;
}
strVertexShader += ")*matrix";
// Ensure the vec4 has the correct number of dimensions in order to be assignable
// to gl_Position.
for (var ii = numMatrixDimensions; ii < 4; ++ii) {
strVertexShader += ",0.0";
}
strVertexShader += ");}\n";
// Load the shader, attach it to a program, and return the link results
var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
var strTest = 'Load shader with ' + numVectors + ' vectors and 1 matrix';
if (glVertexShader !== null) {
testPassed(strTest);
var glProgram = gl.createProgram();
gl.attachShader(glProgram, glVertexShader);
gl.attachShader(glProgram, glFragmentShader);
gl.linkProgram(glProgram);
if (gl.getProgramParameter(glProgram, gl.LINK_STATUS)) {
wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'linkProgram');
return glProgram;
}
} else {
testFailed(strTest);
}
return null;
}
debug('');
// Test mat2, mat3 and mat4.
for (var mm = 2; mm <= 4; ++mm) {
// Add maxAttribute number of attributes by saving enough room in the attribute
// list for a matrix of mm dimensions. All of the other attribute slots will be
// filled with vectors.
var numVectors = maxAttributes - mm;
for (var pp = 1; pp <= numVectors + 1; ++pp) {
debug('Test ' + mm + ' dimensional matrix at position ' + pp);
var glProgram = prepareMatrixProgram(numVectors, /*numMatrixDimensions*/mm, /*numMatrixPosition*/pp);
shouldBeNonNull('glProgram');
var attribMatrix = gl.getAttribLocation(glProgram, 'matrix');
debug('Matrix is at attribute location ' + attribMatrix);
shouldBeTrue('attribMatrix > -1');
// Per the spec, when an attribute is a matrix attribute, getAttribLocation
// returns the index of the first component of the matrix. The implementation must
// leave sufficient room for all the components. Here we ensure none of the vectors
// in the shader are assigned attribute locations that belong to the matrix.
for (var vv = 1; vv <= numVectors; ++vv) {
var strVector = 'vec_' + vv
var attribVector = gl.getAttribLocation(glProgram, strVector);
debug(strVector + ' is at attribute location ' + attribVector);
// Begin with the first attribute location where the matrix begins and ensure
// the vector's attribute location is not assigned to the matrix. Loop until
// we've checked all of the attribute locations that belong to the matrix.
for (var ii = attribMatrix; ii < attribMatrix + mm; ++ii) {
var testStr = strVector + ' attribute location: ' + attribVector + '. Should not be ' + ii;
if (attribVector !== ii) {
testPassed(testStr);
} else {
testFailed(testStr);
}
}
}
debug('');
}
debug('');
}
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<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'>
attribute vec4 a;
attribute vec2 p;
void main() {
gl_Position = vec4(p.x + a.x + a.y + a.z + a.w, p.y, 0.0, 1.0);
}
</script>
<script id='fshader' type='x-shader'>
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script>
"use strict";
function checkRedPortion(gl, w, low, high) {
var buf = new Uint8Array(w * w * 4);
gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
var i = 0;
for (; i < w; ++i) {
if (buf[i * 4 + 0] == 255 && buf[i * 4 + 1] == 0 && buf[i * 4 + 2] == 0 && buf[i * 4 + 3] == 255) {
break;
}
}
return low <= i && i <= high;
}
function runTest() {
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext('testbed', { preserveDrawingBuffer : true });
if (!gl) {
testFailed('could not create context');
return;
}
var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['p', 'a'])
gl.enableVertexAttribArray(gl.p);
var pos = gl.createBuffer();
pos.type = gl.FLOAT;
pos.size = 2;
pos.num = 4;
gl.bindBuffer(gl.ARRAY_BUFFER, pos);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, pos.size, pos.type, false, 0, 0);
debug('Test vertexAttrib[1..4]fv by setting different combinations that add up to 1.5 and use that when rendering.');
var vals = [[0.5], [0.1,0.4], [0.2,-0.2,0.5], [-1.0,0.3,0.2,2.0]];
for (var j = 0; j < 4; ++j) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl['vertexAttrib' + (j+1) + 'fv'](1, vals[j]);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, pos.num);
if (checkRedPortion(gl, 50, 50 * 0.7, 50 * 0.8)) {
testPassed('Attribute of size ' + (j+1) + ' was set correctly');
} else {
testFailed('Attribute of size ' + (j+1) + ' was not set correctly');
}
}
}
</script>
</head>
<body>
<canvas id="testbed" width="50" height="50"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description('Verify that using constant attributes works.');
runTest();
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

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

View file

@ -0,0 +1,49 @@
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL vertexAttrib 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>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
var contextVersion = 1;
</script>
<script src="../../js/tests/gl-vertex-attrib.js"></script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

View file

@ -0,0 +1,181 @@
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>vertexattribpointer offsets 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">
There is supposed to be an example drawing here, but it's not important.
</canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 color;
void main()
{
gl_FragColor = color;
}
</script>
<script>
"use strict";
function init()
{
description("test vertexattribpointer offsets work");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example");
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
var tests = [
{ data: new Float32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
type: gl.FLOAT,
componentSize: 4,
normalize: false,
},
{ data: new Float32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
type: gl.FLOAT,
componentSize: 4,
normalize: false,
},
{ data: new Uint16Array([ 0, 32767, 0, 32767, 0, 0, 0, 0, 0 ]),
type: gl.SHORT,
componentSize: 2,
normalize: true,
},
{ data: new Uint16Array([ 0, 65535, 0, 65535, 0, 0, 0, 0, 0 ]),
type: gl.UNSIGNED_SHORT,
componentSize: 2,
normalize: true,
},
{ data: new Uint16Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
type: gl.UNSIGNED_SHORT,
componentSize: 2,
normalize: false,
},
{ data: new Uint16Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
type: gl.SHORT,
componentSize: 2,
normalize: false,
},
{ data: new Uint8Array([ 0, 127, 0, 127, 0, 0, 0, 0, 0 ]),
type: gl.BYTE,
componentSize: 1,
normalize: true,
},
{ data: new Uint8Array([ 0, 255, 0, 255, 0, 0, 0, 0, 0 ]),
type: gl.UNSIGNED_BYTE,
componentSize: 1,
normalize: true,
},
{ data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
type: gl.BYTE,
componentSize: 1,
normalize: false,
},
{ data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
type: gl.UNSIGNED_BYTE,
componentSize: 1,
normalize: false,
}
];
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, 1024, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
var colorLoc = gl.getUniformLocation(program, "color");
var kNumVerts = 3;
var kNumComponents = 3;
var count = 0;
for (var tt = 0; tt < tests.length; ++tt) {
var test = tests[tt];
for (var oo = 0; oo < 3; ++oo) {
for (var ss = 0; ss < 3; ++ss) {
var offset = (oo + 1) * test.componentSize;
var color = (count % 2) ? [1, 0, 0, 1] : [0, 1, 0, 1];
var stride = test.componentSize * kNumComponents + test.componentSize * ss;
debug("");
debug("check with " + wtu.glEnumToString(gl, test.type) + " at offset: " + offset + " with stride:" + stride + " normalize: " + test.normalize);
gl.uniform4fv(colorLoc, color);
var data = new Uint8Array(test.componentSize * kNumVerts * kNumComponents + stride * (kNumVerts - 1));
var view = new Uint8Array(test.data.buffer);
var size = test.componentSize * kNumComponents;
for (var jj = 0; jj < kNumVerts; ++jj) {
var off1 = jj * size;
var off2 = jj * stride;
for (var zz = 0; zz < size; ++zz) {
data[off2 + zz] = view[off1 + zz];
}
}
gl.bufferSubData(gl.ARRAY_BUFFER, offset, data);
gl.vertexAttribPointer(0, 3, test.type, test.normalize, stride, offset);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
var buf = new Uint8Array(50 * 50 * 4);
gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
var black = [0, 0, 0, 0];
var other = [color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255];
var otherMsg = "should be " + ((count % 2) ? "red" : "green")
wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, "should be black", 0);
wtu.checkCanvasRect(gl, 0, 49, 1, 1, black, "should be black", 0);
wtu.checkCanvasRect(gl, 26, 40, 1, 1, other, otherMsg, 0);
wtu.checkCanvasRect(gl, 26, 27, 1, 1, other, otherMsg, 0);
wtu.checkCanvasRect(gl, 40, 27, 1, 1, other, otherMsg, 0);
++count;
}
}
}
}
init();
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>

View file

@ -0,0 +1,164 @@
<!--
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL vertexAttribPointer 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>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("This test checks vertexAttribPointer behaviors in WebGL.");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking gl.vertexAttribPointer.");
if (!gl.FIXED) {
gl.FIXED = 0x140C;
}
gl.vertexAttribPointer(0, 3, gl.FLOAT, 0, 0, 12);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"vertexAttribPointer should fail if no buffer is bound");
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(0), gl.STATIC_DRAW);
if (wtu.getDefault3DContextVersion() < 2) {
gl.vertexAttribPointer(0, 1, gl.INT, 0, 0, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"vertexAttribPointer should not support INT");
gl.vertexAttribPointer(0, 1, gl.UNSIGNED_INT, 0, 0, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"vertexAttribPointer should not support UNSIGNED_INT");
gl.vertexAttribPointer(0, 1, gl.FIXED, 0, 0, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
"vertexAttribPointer should not support FIXED");
}
var checkVertexAttribPointer = function(
gl, err, reason, size, type, normalize, stride, offset) {
gl.vertexAttribPointer(0, size, type, normalize, stride, offset);
var succeeded = (err == gl.NO_ERROR);
wtu.glErrorShouldBe(gl, err,
"gl.vertexAttribPointer(0, " + size +
", gl." + wtu.glEnumToString(gl, type) +
", " + normalize +
", " + stride +
", " + offset +
") should " + (succeeded ? "succeed " : "fail ") + reason);
if (succeeded) {
shouldBe('gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_SIZE)', size.toString());
shouldBe('gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.' + wtu.glEnumToString(gl, type));
shouldBe('gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', normalize.toString());
shouldBe('gl.getVertexAttrib(0, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', stride.toString());
shouldBe('gl.getVertexAttribOffset(0, gl.VERTEX_ATTRIB_ARRAY_POINTER)', offset.toString());
}
}
var types = [
{ type:gl.BYTE, bytesPerComponent: 1 },
{ type:gl.UNSIGNED_BYTE, bytesPerComponent: 1 },
{ type:gl.SHORT, bytesPerComponent: 2 },
{ type:gl.UNSIGNED_SHORT, bytesPerComponent: 2 },
{ type:gl.FLOAT, bytesPerComponent: 4 },
];
for (var ii = 0; ii < types.length; ++ii) {
var info = types[ii];
debug("");
for (var size = 1; size <= 4; ++size) {
debug("");
debug("checking: " + wtu.glEnumToString(gl, info.type) + " with size " + size);
var bytesPerElement = size * info.bytesPerComponent;
var offsetSet = [
0,
1,
info.bytesPerComponent - 1,
info.bytesPerComponent,
info.bytesPerComponent + 1,
info.bytesPerComponent * 2];
for (var jj = 0; jj < offsetSet.length; ++jj) {
var offset = offsetSet[jj];
for (var kk = 0; kk < offsetSet.length; ++kk) {
var stride = offsetSet[kk];
var err = gl.NO_ERROR;
var reason = ""
if (offset % info.bytesPerComponent != 0) {
reason = "because offset is bad";
err = gl.INVALID_OPERATION;
}
if (stride % info.bytesPerComponent != 0) {
reason = "because stride is bad";
err = gl.INVALID_OPERATION;
}
checkVertexAttribPointer(
gl, err, reason, size, info.type, false, stride, offset);
}
var stride = Math.floor(255 / info.bytesPerComponent) * info.bytesPerComponent;
if (offset == 0) {
checkVertexAttribPointer(
gl, gl.NO_ERROR, "at stride limit",
size, info.type, false, stride, offset);
checkVertexAttribPointer(
gl, gl.INVALID_VALUE, "over stride limit",
size, info.type, false,
stride + info.bytesPerComponent, offset);
}
}
}
}
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>