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652 lines
25 KiB
HTML
652 lines
25 KiB
HTML
<!--
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/*
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** Copyright (c) 2013 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 ANGLE_instanced_arrays Conformance Tests</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../js/desktop-gl-constants.js"></script>
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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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<div id="description"></div>
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<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
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<div id="console"></div>
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<!-- Shaders for testing instanced draws -->
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<script id="outputVertexShader" type="x-shader/x-vertex">
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attribute vec4 aPosition;
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attribute vec2 aOffset;
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attribute vec4 aColor;
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varying vec4 vColor;
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void main() {
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vColor = aColor;
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gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
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}
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</script>
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<script id="outputFragmentShader" type="x-shader/x-fragment">
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precision mediump float;
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varying vec4 vColor;
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void main() {
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gl_FragColor = vColor;
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}
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</script>
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<script id="drawArraysTestVertexShader" type="x-shader/x-vertex">
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attribute vec3 aPosition;
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attribute vec3 aInstancePos;
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uniform vec3 uOffset;
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void main() {
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gl_Position = vec4(aPosition.xyz + aInstancePos.xyz + uOffset, 1.0);
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}
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</script>
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<script id="drawArraysTestFragmentShader" type="x-shader/x-fragment">
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void main() {
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gl_FragColor = vec4(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("This test verifies the functionality of the ANGLE_instanced_arrays extension, if it is available.");
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debug("");
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("canvas");
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var gl = wtu.create3DContext(canvas);
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var ext = null;
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var vaoext = null;
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var positionLoc = 0;
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var offsetLoc = 2;
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var colorLoc = 3;
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var program;
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if (!gl) {
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testFailed("WebGL context does not exist");
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finishTest();
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} else {
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testPassed("WebGL context exists");
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runDivisorTestDisabled();
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// Query the extension and store globally so shouldBe can access it
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ext = wtu.getExtensionWithKnownPrefixes(gl, "ANGLE_instanced_arrays");
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if (!ext) {
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testPassed("No ANGLE_instanced_arrays support -- this is legal");
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runSupportedTest(false);
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finishTest();
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} else {
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testPassed("Successfully enabled ANGLE_instanced_arrays extension");
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runSupportedTest(true);
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runDivisorTestEnabled();
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runUniqueObjectTest();
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setupCanvas();
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runOutputTests();
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runDrawArraysWithOffsetTest();
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runVAOInstancingInteractionTest();
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runANGLECorruptionTest();
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}
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}
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function runSupportedTest(extensionEnabled) {
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var supported = gl.getSupportedExtensions();
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if (supported.indexOf("ANGLE_instanced_arrays") >= 0) {
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if (extensionEnabled) {
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testPassed("ANGLE_instanced_arrays listed as supported and getExtension succeeded");
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} else {
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testFailed("ANGLE_instanced_arrays listed as supported but getExtension failed");
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}
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} else {
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if (extensionEnabled) {
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testFailed("ANGLE_instanced_arrays not listed as supported but getExtension succeeded");
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} else {
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testPassed("ANGLE_instanced_arrays not listed as supported and getExtension failed -- this is legal");
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}
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}
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}
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function runDivisorTestDisabled() {
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debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension disabled");
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var VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE;
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gl.getVertexAttrib(0, VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should not be queryable if extension is disabled");
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}
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function runDivisorTestEnabled() {
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debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension enabled");
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shouldBe("ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE", "0x88FE");
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var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
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for (var i = 0; i < max_vertex_attribs; ++i) {
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var queried_value = gl.getVertexAttrib(i, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
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if(queried_value == 0){
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testPassed("Vertex attribute " + i + " must has a default divisor of 0");
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}
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else{
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testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
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}
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}
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ext.vertexAttribDivisorANGLE(max_vertex_attribs, 2);
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wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisorANGLE index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
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ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 2);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisorANGLE index set less than MAX_VERTEX_ATTRIBS should succeed");
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var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
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if(queried_value == 2){
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testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE matches expecation");
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}
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else{
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testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should be: 2, returned value was: " + queried_value);
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}
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}
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function setupCanvas() {
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canvas.width = 50; canvas.height = 50;
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.clearColor(0, 0, 0, 0);
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program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
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ext = gl.getExtension("ANGLE_instanced_arrays");
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}
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function runOutputTests() {
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var instanceCount = 4;
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debug("Testing various draws for valid built-in function behavior");
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var offsets = new Float32Array([
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-1.0, 1.0,
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1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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]);
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var offsetBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(offsetLoc);
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gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
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ext.vertexAttribDivisorANGLE(offsetLoc, 1);
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var colors = new Float32Array([
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1.0, 0.0, 0.0, 1.0, // Red
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0.0, 1.0, 0.0, 1.0, // Green
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0.0, 0.0, 1.0, 1.0, // Blue
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1.0, 1.0, 0.0, 1.0, // Yellow
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]);
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var colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(colorLoc);
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gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
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ext.vertexAttribDivisorANGLE(colorLoc, 1);
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wtu.setupUnitQuad(gl, 0);
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// Draw 1: Regular drawArrays
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debug("");
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debug("Testing drawArrays with non-zero divisor");
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawArrays when the extension is enabled");
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wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
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// Draw 2: Draw Non-indexed instances
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debug("");
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debug("Testing drawArraysInstancedANGLE");
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Test drawArraysInstancedANGLE error conditions
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ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
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wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
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wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
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wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
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wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
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ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, -1);
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wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a primcount less than 0");
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ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, -1, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a count less than 0");
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ext.vertexAttribDivisorANGLE(positionLoc, 1);
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ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawArraysInstancedANGLE");
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ext.vertexAttribDivisorANGLE(positionLoc, 0);
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ext.drawArraysInstancedANGLE(gl.POINTS, 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with POINTS should succeed");
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ext.drawArraysInstancedANGLE(gl.LINES, 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINES should succeed");
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ext.drawArraysInstancedANGLE(gl.LINE_LIST, 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINE_LIST should return succeed");
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ext.drawArraysInstancedANGLE(gl.TRIANGLE_LIST, 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with TRIANGLE_LIST should succeed");
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ext.drawArraysInstancedANGLE(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
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ext.drawArraysInstancedANGLE(desktopGL['QUADS'], 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUADS should return INVALID_ENUM");
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ext.drawArraysInstancedANGLE(desktopGL['POLYGON'], 0, 6, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with POLYGON should return INVALID_ENUM");
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debug("");
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debug("Testing drawArraysInstancedANGLE with param 'first' > 0");
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gl.clear(gl.COLOR_BUFFER_BIT);
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wtu.setupQuad(gl, {
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positionLocation: 0,
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scale: 0.5
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});
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var offsetsHalf = new Float32Array([
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-0.5, 0.5,
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0.5, 0.5,
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-0.5, -0.5,
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0.5, -0.5
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]);
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gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW);
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ext.drawArraysInstancedANGLE(gl.TRIANGLES, 3, 3, instanceCount);
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var w = Math.floor(0.25*canvas.width),
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h = Math.floor(0.25*canvas.height);
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wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]);
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wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]);
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wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]);
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wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
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wtu.setupUnitQuad(gl, 0);
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wtu.setupIndexedQuad(gl, 1, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
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// Draw 3: Regular drawElements
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debug("");
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debug("Testing drawElements with non-zero divisor");
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Point to another location in the buffer so that the draw would overflow without the divisor
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gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
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gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 48);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawElements when the extension is enabled");
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wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
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// Restore the vertex attrib pointer
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gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
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// Draw 4: Draw indexed instances
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debug("");
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debug("Testing drawElementsInstancedANGLE");
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gl.clear(gl.COLOR_BUFFER_BIT);
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ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
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wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
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wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
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wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
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// Test drawElementsInstancedANGLE error conditions
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ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
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wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a primcount less than 0");
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ext.drawElementsInstancedANGLE(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a count less than 0");
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ext.vertexAttribDivisorANGLE(positionLoc, 1);
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ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawElementsInstancedANGLE");
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ext.vertexAttribDivisorANGLE(positionLoc, 0);
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ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with UNSIGNED_BYTE should succeed");
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ext.drawElementsInstancedANGLE(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with POINTS should succeed");
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ext.drawElementsInstancedANGLE(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINES should succeed");
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ext.drawElementsInstancedANGLE(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINE_LIST should return succeed");
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ext.drawElementsInstancedANGLE(gl.TRIANGLE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with TRIANGLE_LIST should succeed");
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ext.drawElementsInstancedANGLE(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
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ext.drawElementsInstancedANGLE(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUADS should return INVALID_ENUM");
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ext.drawElementsInstancedANGLE(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
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wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with POLYGON should return INVALID_ENUM");
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}
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function runDrawArraysTest(program, first, count, instanceCount, offset)
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{
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// Get the attribute and uniform locations
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var positionLoc = gl.getAttribLocation(program, "aPosition");
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var instancePosLoc = gl.getAttribLocation(program, "aInstancePos");
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var uniformLoc = gl.getUniformLocation(program, "uOffset");
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// Load the vertex positions
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var positions = new Float32Array([
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-1, -1,
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-1, 0,
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0, 0,
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0, 0,
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0, -1,
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-1, -1,
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1, -1,
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1, 0,
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0, 0,
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0, 0,
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0, -1,
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1, -1,
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]);
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var positionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(positionLoc);
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gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
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// Load the instance positions
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var instancePositions = new Float32Array([
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0, 0,
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1, 0
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]);
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var instancePositionBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, instancePositionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, instancePositions, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(instancePosLoc);
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gl.vertexAttribPointer(instancePosLoc, 2, gl.FLOAT, false, 0, 0);
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// Enable instancing
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ext.vertexAttribDivisorANGLE(instancePosLoc, 1);
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// Offset
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gl.uniform3fv(uniformLoc, offset);
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// Do the instanced draw
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ext.drawArraysInstancedANGLE(gl.TRIANGLES, first, count, instanceCount);
|
|
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE should succeed");
|
|
}
|
|
|
|
function runDrawArraysWithOffsetTest()
|
|
{
|
|
debug("");
|
|
debug("Testing that the 'first' parameter to drawArraysInstancedANGLE is only an offset into the non-instanced vertex attributes.");
|
|
// See: http://crbug.com/457269 and http://crbug.com/447140
|
|
|
|
var drawArraysProgram = wtu.setupProgram(gl, ["drawArraysTestVertexShader", "drawArraysTestFragmentShader"]);
|
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
runDrawArraysTest(drawArraysProgram, 0, 6, 2, [0, 0, 0]);
|
|
|
|
runDrawArraysTest(drawArraysProgram, 6, 6, 2, [-1, 1, 0]);
|
|
|
|
wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
|
|
}
|
|
|
|
function runUniqueObjectTest()
|
|
{
|
|
debug("");
|
|
debug("Testing that getExtension() returns the same object each time");
|
|
ext = null;
|
|
gl.getExtension("ANGLE_instanced_arrays").myProperty = 2;
|
|
webglHarnessCollectGarbage();
|
|
shouldBe('gl.getExtension("ANGLE_instanced_arrays").myProperty', '2');
|
|
}
|
|
|
|
function runVAOInstancingInteractionTest()
|
|
{
|
|
debug("")
|
|
debug("Testing that ANGLE_instanced_arrays interacts correctly with OES_vertex_array_object if present");
|
|
// See: https://github.com/KhronosGroup/WebGL/issues/1228
|
|
|
|
// Query the extension and store globally so shouldBe can access it
|
|
vaoext = gl.getExtension("OES_vertex_array_object");
|
|
if (!vaoext) {
|
|
testPassed("No OES_vertex_array_object support -- this is legal");
|
|
return;
|
|
}
|
|
|
|
testPassed("Successfully enabled OES_vertex_array_object extension");
|
|
|
|
gl.useProgram(program);
|
|
|
|
var positions = new Float32Array([
|
|
0.0, 1.0, // Left quad
|
|
-1.0, 1.0,
|
|
-1.0, -1.0,
|
|
0.0, 1.0,
|
|
-1.0, -1.0,
|
|
0.0, -1.0,
|
|
|
|
1.0, 1.0, // Right quad
|
|
0.0, 1.0,
|
|
0.0, -1.0,
|
|
1.0, 1.0,
|
|
0.0, -1.0,
|
|
1.0, -1.0
|
|
]);
|
|
var positionBuffer = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
|
|
|
|
var colors = new Float32Array([
|
|
1.0, 0.0, 0.0, 1.0, // Red
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
|
|
0.0, 0.0, 1.0, 1.0, // Blue
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
]);
|
|
var colorBuffer = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
|
|
|
|
// Reset the divisor of the default VAO to 0
|
|
ext.vertexAttribDivisorANGLE(colorLoc, 0);
|
|
|
|
// Set up VAO with an attrib divisor
|
|
var vao1 = vaoext.createVertexArrayOES();
|
|
vaoext.bindVertexArrayOES(vao1);
|
|
{
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
gl.enableVertexAttribArray(positionLoc);
|
|
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
|
|
gl.enableVertexAttribArray(colorLoc);
|
|
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
|
|
ext.vertexAttribDivisorANGLE(colorLoc, 1);
|
|
|
|
gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
|
|
}
|
|
vaoext.bindVertexArrayOES(null);
|
|
|
|
// Set up VAO with no attrib divisor
|
|
var vao2 = vaoext.createVertexArrayOES();
|
|
vaoext.bindVertexArrayOES(vao2);
|
|
{
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
|
gl.enableVertexAttribArray(positionLoc);
|
|
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
|
|
gl.enableVertexAttribArray(colorLoc);
|
|
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
|
|
// Note that no divisor is set here, which implies that it's 0
|
|
|
|
gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
|
|
}
|
|
vaoext.bindVertexArrayOES(null);
|
|
|
|
debug("");
|
|
debug("Ensure that Vertex Array Objects retain attrib divisors");
|
|
|
|
vaoext.bindVertexArrayOES(vao1);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
gl.drawArrays(gl.TRIANGLES, 0, 12);
|
|
// If the divisor is properly managed by the VAO a single red quad will be drawn
|
|
wtu.checkCanvas(gl, [255, 0, 0, 255], "entire canvas should be red");
|
|
|
|
vaoext.bindVertexArrayOES(vao2);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
gl.drawArrays(gl.TRIANGLES, 0, 12);
|
|
// If the divisor is properly managed by the VAO a red and blue quad will be drawn.
|
|
wtu.checkCanvasRects(gl, [
|
|
wtu.makeCheckRect(0, 0, canvas.width * 0.5, canvas.height, [255, 0, 0, 255], "left half of canvas should be red", 1),
|
|
wtu.makeCheckRect(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height, [0, 0, 255, 255], "right half of canvas should be blue", 1)
|
|
]);
|
|
|
|
vaoext.bindVertexArrayOES(null);
|
|
}
|
|
|
|
function runANGLECorruptionTest()
|
|
{
|
|
debug("")
|
|
debug("Testing to ensure that rendering isn't corrupt due to an ANGLE bug");
|
|
// See: https://code.google.com/p/angleproject/issues/detail?id=467
|
|
|
|
setupCanvas();
|
|
|
|
var tolerance = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
|
|
var instanceCount = 10; // Must be higher than 6
|
|
var iteration = 0;
|
|
var totalIterations = 10;
|
|
|
|
var offsets = new Float32Array([
|
|
0.0, 0.0,
|
|
0.2, 0.0,
|
|
0.4, 0.0,
|
|
0.6, 0.0,
|
|
0.8, 0.0,
|
|
1.0, 0.0,
|
|
1.2, 0.0,
|
|
1.4, 0.0,
|
|
1.6, 0.0,
|
|
1.8, 0.0,
|
|
]);
|
|
var offsetBuffer = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, offsets.byteLength * 2, gl.STATIC_DRAW);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, offsets);
|
|
gl.enableVertexAttribArray(offsetLoc);
|
|
gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
|
|
ext.vertexAttribDivisorANGLE(offsetLoc, 1);
|
|
|
|
var colors = new Float32Array([
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 1.0, 0.0, 1.0,
|
|
0.0, 1.0, 0.0, 1.0,
|
|
0.0, 1.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
1.0, 0.0, 1.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 1.0, 0.0, 1.0,
|
|
0.0, 1.0, 0.0, 1.0,
|
|
0.0, 1.0, 1.0, 1.0,
|
|
]);
|
|
var colorBuffer = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, colors.byteLength * 2, gl.STATIC_DRAW);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, colors);
|
|
gl.enableVertexAttribArray(colorLoc);
|
|
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
|
|
ext.vertexAttribDivisorANGLE(colorLoc, 1);
|
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
wtu.setupUnitQuad(gl, 0);
|
|
|
|
function cycleAndTest() {
|
|
// Update the instanced data buffers outside the accessed range.
|
|
// This, plus rendering more instances than vertices, triggers the bug.
|
|
var nullData = new Float32Array(offsets.length);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, offsets.byteLength, nullData);
|
|
|
|
nullData = new Float32Array(colors.length);
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, colors.byteLength, nullData);
|
|
|
|
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
|
|
|
|
// Make sure each color was drawn correctly
|
|
var i;
|
|
var passed = true;
|
|
for (i = 0; i < instanceCount; ++i) {
|
|
var w = canvas.width / instanceCount;
|
|
var x = w * i;
|
|
var color = [colors[(i*4)] * 255, colors[(i*4)+1] * 255, colors[(i*4)+2] * 255, 255]
|
|
|
|
wtu.checkCanvasRectColor(
|
|
gl, x, 0, w, canvas.height, color, tolerance,
|
|
function() {},
|
|
function() {
|
|
passed = false;
|
|
}, debug);
|
|
}
|
|
|
|
if (passed) {
|
|
testPassed("Passed test " + iteration + " of " + totalIterations);
|
|
if (iteration < totalIterations) {
|
|
++iteration;
|
|
setTimeout(cycleAndTest, 0);
|
|
} else {
|
|
finishTest();
|
|
}
|
|
} else {
|
|
testFailed("Failed test " + iteration + " of " + totalIterations);
|
|
finishTest();
|
|
}
|
|
}
|
|
|
|
cycleAndTest();
|
|
}
|
|
</script>
|
|
</body>
|
|
</html>
|