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1 <!DOCTYPE html> | |
2 <html> | |
3 <head> | |
4 <meta charset="utf-8"> | |
5 <title>WebGL OES_element_index_uint Conformance Tests</title> | |
6 <script src="resources/desktop-gl-constants.js" type="text/javascript"></script> | |
7 <script src="../../../resources/js-test.js"></script> | |
8 <script src="resources/webgl-test.js"></script> | |
9 <script src="resources/webgl-test-utils.js"></script> | |
10 </head> | |
11 <body> | |
12 <div id="description"></div> | |
13 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> | |
14 <div id="console"></div> | |
15 <script id="vs" type="x-shader/x-vertex"> | |
16 attribute vec4 vPosition; | |
17 attribute vec4 vColor; | |
18 varying vec4 color; | |
19 void main() { | |
20 gl_Position = vPosition; | |
21 color = vColor; | |
22 } | |
23 </script> | |
24 <script id="fs" type="x-shader/x-fragment"> | |
25 #if defined(GL_ES) | |
26 precision mediump float; | |
27 #endif | |
28 varying vec4 color; | |
29 void main() { | |
30 gl_FragColor = color; | |
31 } | |
32 </script> | |
33 <script> | |
34 description("This test verifies the functionality of the OES_element_index_uint
extension, if it is available."); | |
35 | |
36 debug(""); | |
37 | |
38 if (window.internals) | |
39 window.internals.settings.setWebGLErrorsToConsoleEnabled(false); | |
40 | |
41 var wtu = WebGLTestUtils; | |
42 var canvas = document.getElementById("canvas"); | |
43 var gl = create3DContext(canvas); | |
44 var ext = null; | |
45 var vao = null; | |
46 | |
47 if (!gl) { | |
48 testFailed("WebGL context does not exist"); | |
49 } else { | |
50 testPassed("WebGL context exists"); | |
51 | |
52 // Query the extension and store globally so shouldBe can access it | |
53 ext = gl.getExtension("OES_element_index_uint"); | |
54 if (!ext) { | |
55 testPassed("No OES_element_index_uint support -- this is legal"); | |
56 | |
57 runSupportedTest(false); | |
58 } else { | |
59 testPassed("Successfully enabled OES_element_index_uint extension"); | |
60 | |
61 runSupportedTest(true); | |
62 runDrawTests(); | |
63 | |
64 // These tests are tweaked duplicates of the buffers/index-validation* t
ests | |
65 // using unsigned int indices to ensure that behavior remains consistent | |
66 runIndexValidationTests(); | |
67 runCopiesIndicesTests(); | |
68 runResizedBufferTests(); | |
69 runVerifiesTooManyIndicesTests(); | |
70 runCrashWithBufferSubDataTests(); | |
71 | |
72 glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); | |
73 } | |
74 } | |
75 | |
76 function runSupportedTest(extensionEnabled) { | |
77 var supported = gl.getSupportedExtensions(); | |
78 if (supported.indexOf("OES_element_index_uint") >= 0) { | |
79 if (extensionEnabled) { | |
80 testPassed("OES_element_index_uint listed as supported and getExtens
ion succeeded"); | |
81 } else { | |
82 testFailed("OES_element_index_uint listed as supported but getExtens
ion failed"); | |
83 } | |
84 } else { | |
85 if (extensionEnabled) { | |
86 testFailed("OES_element_index_uint not listed as supported but getEx
tension succeeded"); | |
87 } else { | |
88 testPassed("OES_element_index_uint not listed as supported and getEx
tension failed -- this is legal"); | |
89 } | |
90 } | |
91 } | |
92 | |
93 function runDrawTests() { | |
94 debug("Test that draws with unsigned integer indices produce the expected re
sults"); | |
95 | |
96 canvas.width = 50; canvas.height = 50; | |
97 gl.viewport(0, 0, canvas.width, canvas.height); | |
98 | |
99 var program = wtu.setupSimpleTextureProgram(gl); | |
100 | |
101 function setupDraw(s) { | |
102 // Create a vertex buffer that cannot be fully indexed via shorts | |
103 var quadArrayLen = 65537 * 3; | |
104 var quadArray = new Float32Array(quadArrayLen); | |
105 | |
106 // Leave all but the last 4 values zero-ed out | |
107 var idx = quadArrayLen - 12; | |
108 | |
109 // Initialized the last 4 values to a quad | |
110 quadArray[idx++] = 1.0 * s; | |
111 quadArray[idx++] = 1.0 * s; | |
112 quadArray[idx++] = 0.0; | |
113 | |
114 quadArray[idx++] = -1.0 * s; | |
115 quadArray[idx++] = 1.0 * s; | |
116 quadArray[idx++] = 0.0; | |
117 | |
118 quadArray[idx++] = -1.0 * s; | |
119 quadArray[idx++] = -1.0 * s; | |
120 quadArray[idx++] = 0.0; | |
121 | |
122 quadArray[idx++] = 1.0 * s; | |
123 quadArray[idx++] = -1.0 * s; | |
124 quadArray[idx++] = 0.0; | |
125 | |
126 var vertexObject = gl.createBuffer(); | |
127 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
128 gl.bufferData(gl.ARRAY_BUFFER, quadArray, gl.STATIC_DRAW); | |
129 | |
130 // Create an unsigned int index buffer that indexes the last 4 vertices | |
131 var baseIndex = (quadArrayLen / 3) - 4; | |
132 | |
133 var indexObject = gl.createBuffer(); | |
134 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); | |
135 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ | |
136 baseIndex + 0, | |
137 baseIndex + 1, | |
138 baseIndex + 2, | |
139 baseIndex + 2, | |
140 baseIndex + 3, | |
141 baseIndex + 0]), gl.STATIC_DRAW); | |
142 | |
143 var opt_positionLocation = 0; | |
144 gl.enableVertexAttribArray(opt_positionLocation); | |
145 gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); | |
146 }; | |
147 function readLocation(x, y) { | |
148 var pixels = new Uint8Array(1 * 1 * 4); | |
149 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); | |
150 return pixels; | |
151 }; | |
152 function testPixel(blackList, whiteList) { | |
153 function testList(list, expected) { | |
154 for (var n = 0; n < list.length; n++) { | |
155 var l = list[n]; | |
156 var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2; | |
157 var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2; | |
158 var source = readLocation(x, y); | |
159 if (Math.abs(source[0] - expected) > 2) { | |
160 return false; | |
161 } | |
162 } | |
163 return true; | |
164 } | |
165 return testList(blackList, 0) && testList(whiteList, 255); | |
166 }; | |
167 function verifyDraw(drawNumber, s) { | |
168 gl.clearColor(1.0, 1.0, 1.0, 1.0); | |
169 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
170 gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0); | |
171 | |
172 var blackList = []; | |
173 var whiteList = []; | |
174 var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0]; | |
175 for (var n = 0; n < points.length; n++) { | |
176 if (points[n] <= s) { | |
177 blackList.push(points[n]); | |
178 } else { | |
179 whiteList.push(points[n]); | |
180 } | |
181 } | |
182 if (testPixel(blackList, whiteList)) { | |
183 testPassed("Draw " + drawNumber + " passed pixel test"); | |
184 } else { | |
185 testFailed("Draw " + drawNumber + " failed pixel test"); | |
186 } | |
187 }; | |
188 | |
189 setupDraw(0.5); | |
190 verifyDraw(0, 0.5); | |
191 } | |
192 | |
193 function runIndexValidationTests() { | |
194 description("Tests that index validation verifies the correct number of indi
ces"); | |
195 | |
196 function sizeInBytes(type) { | |
197 switch (type) { | |
198 case gl.BYTE: | |
199 case gl.UNSIGNED_BYTE: | |
200 return 1; | |
201 case gl.SHORT: | |
202 case gl.UNSIGNED_SHORT: | |
203 return 2; | |
204 case gl.INT: | |
205 case gl.UNSIGNED_INT: | |
206 case gl.FLOAT: | |
207 return 4; | |
208 default: | |
209 throw "unknown type"; | |
210 } | |
211 } | |
212 | |
213 var program = loadStandardProgram(gl); | |
214 | |
215 // 3 vertices => 1 triangle, interleaved data | |
216 var dataComplete = new Float32Array([0, 0, 0, 1, | |
217 0, 0, 1, | |
218 1, 0, 0, 1, | |
219 0, 0, 1, | |
220 1, 1, 1, 1, | |
221 0, 0, 1]); | |
222 var dataIncomplete = new Float32Array([0, 0, 0, 1, | |
223 0, 0, 1, | |
224 1, 0, 0, 1, | |
225 0, 0, 1, | |
226 1, 1, 1, 1]); | |
227 var indices = new Uint32Array([0, 1, 2]); | |
228 | |
229 debug("Testing with valid indices"); | |
230 | |
231 var bufferComplete = gl.createBuffer(); | |
232 gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete); | |
233 gl.bufferData(gl.ARRAY_BUFFER, dataComplete, gl.STATIC_DRAW); | |
234 var elements = gl.createBuffer(); | |
235 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements); | |
236 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
237 gl.useProgram(program); | |
238 var vertexLoc = gl.getAttribLocation(program, "a_vertex"); | |
239 var normalLoc = gl.getAttribLocation(program, "a_normal"); | |
240 gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLO
AT), 0); | |
241 gl.enableVertexAttribArray(vertexLoc); | |
242 gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLO
AT), 4 * sizeInBytes(gl.FLOAT)); | |
243 gl.enableVertexAttribArray(normalLoc); | |
244 shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLE
TE'); | |
245 glErrorShouldBe(gl, gl.NO_ERROR); | |
246 shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); | |
247 glErrorShouldBe(gl, gl.NO_ERROR); | |
248 | |
249 debug("Testing with out-of-range indices"); | |
250 | |
251 var bufferIncomplete = gl.createBuffer(); | |
252 gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete); | |
253 gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, gl.STATIC_DRAW); | |
254 gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLO
AT), 0); | |
255 gl.enableVertexAttribArray(vertexLoc); | |
256 gl.disableVertexAttribArray(normalLoc); | |
257 debug("Enable vertices, valid"); | |
258 glErrorShouldBe(gl, gl.NO_ERROR); | |
259 shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); | |
260 glErrorShouldBe(gl, gl.NO_ERROR); | |
261 debug("Enable normals, out-of-range"); | |
262 gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLO
AT), 4 * sizeInBytes(gl.FLOAT)); | |
263 gl.enableVertexAttribArray(normalLoc); | |
264 glErrorShouldBe(gl, gl.NO_ERROR); | |
265 shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); | |
266 glErrorShouldBe(gl, gl.INVALID_OPERATION); | |
267 | |
268 debug("Test with enabled attribute that does not belong to current program")
; | |
269 | |
270 gl.disableVertexAttribArray(normalLoc); | |
271 var extraLoc = Math.max(vertexLoc, normalLoc) + 1; | |
272 gl.enableVertexAttribArray(extraLoc); | |
273 debug("Enable an extra attribute with null"); | |
274 glErrorShouldBe(gl, gl.NO_ERROR); | |
275 shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); | |
276 glErrorShouldBe(gl, gl.INVALID_OPERATION); | |
277 debug("Enable an extra attribute with insufficient data buffer"); | |
278 gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOA
T), 4 * sizeInBytes(gl.FLOAT)); | |
279 glErrorShouldBe(gl, gl.NO_ERROR); | |
280 shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); | |
281 debug("Pass large negative index to vertexAttribPointer"); | |
282 gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLO
AT), -2000000000 * sizeInBytes(gl.FLOAT)); | |
283 glErrorShouldBe(gl, gl.INVALID_VALUE); | |
284 shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); | |
285 gl.disableVertexAttribArray(vertexLoc); | |
286 } | |
287 | |
288 function runCopiesIndicesTests() { | |
289 debug("Test that client data is always copied during bufferData and bufferSu
bData calls"); | |
290 | |
291 var program = loadStandardProgram(gl); | |
292 | |
293 gl.useProgram(program); | |
294 var vertexObject = gl.createBuffer(); | |
295 gl.enableVertexAttribArray(0); | |
296 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
297 // 4 vertices -> 2 triangles | |
298 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0
]), gl.STATIC_DRAW); | |
299 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
300 | |
301 var indexObject = gl.createBuffer(); | |
302 | |
303 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); | |
304 var indices = new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]); | |
305 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
306 shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4
, gl.UNSIGNED_INT, 4)"); | |
307 shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE
_STRIP, 4, gl.UNSIGNED_INT, 0)"); | |
308 shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE
_STRIP, 4, gl.UNSIGNED_INT, 8)"); | |
309 indices[0] = 2; | |
310 indices[5] = 1; | |
311 shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4
, gl.UNSIGNED_INT, 4)"); | |
312 shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE
_STRIP, 4, gl.UNSIGNED_INT, 0)"); | |
313 shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE
_STRIP, 4, gl.UNSIGNED_INT, 8)"); | |
314 } | |
315 | |
316 function runResizedBufferTests() { | |
317 debug("Test that updating the size of a vertex buffer is properly noticed by
the WebGL implementation."); | |
318 | |
319 var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]); | |
320 glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); | |
321 | |
322 var vertexObject = gl.createBuffer(); | |
323 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
324 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( | |
325 [-1,1,0, 1,1,0, -1,-1,0, | |
326 -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW); | |
327 gl.enableVertexAttribArray(0); | |
328 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
329 glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); | |
330 | |
331 var texCoordObject = gl.createBuffer(); | |
332 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); | |
333 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( | |
334 [0,0, 1,0, 0,1, | |
335 0,1, 1,0, 1,1]), gl.STATIC_DRAW); | |
336 gl.enableVertexAttribArray(1); | |
337 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
338 glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); | |
339 | |
340 // Now resize these buffers because we want to change what we're drawing. | |
341 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
342 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
343 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, | |
344 -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW); | |
345 glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); | |
346 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); | |
347 gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ | |
348 255, 0, 0, 255, | |
349 255, 0, 0, 255, | |
350 255, 0, 0, 255, | |
351 255, 0, 0, 255, | |
352 0, 255, 0, 255, | |
353 0, 255, 0, 255, | |
354 0, 255, 0, 255, | |
355 0, 255, 0, 255]), gl.STATIC_DRAW); | |
356 gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); | |
357 glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinit
ion"); | |
358 | |
359 var numQuads = 2; | |
360 var indices = new Uint32Array(numQuads * 6); | |
361 for (var ii = 0; ii < numQuads; ++ii) { | |
362 var offset = ii * 6; | |
363 var quad = (ii == (numQuads - 1)) ? 4 : 0; | |
364 indices[offset + 0] = quad + 0; | |
365 indices[offset + 1] = quad + 1; | |
366 indices[offset + 2] = quad + 2; | |
367 indices[offset + 3] = quad + 2; | |
368 indices[offset + 4] = quad + 1; | |
369 indices[offset + 5] = quad + 3; | |
370 } | |
371 var indexObject = gl.createBuffer(); | |
372 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); | |
373 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); | |
374 glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); | |
375 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_INT, 0); | |
376 glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); | |
377 } | |
378 | |
379 function runVerifiesTooManyIndicesTests() { | |
380 description("Tests that index validation for drawElements does not examine t
oo many indices"); | |
381 | |
382 var program = loadStandardProgram(gl); | |
383 | |
384 gl.useProgram(program); | |
385 var vertexObject = gl.createBuffer(); | |
386 gl.enableVertexAttribArray(0); | |
387 gl.disableVertexAttribArray(1); | |
388 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
389 // 4 vertices -> 2 triangles | |
390 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0
]), gl.STATIC_DRAW); | |
391 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
392 | |
393 var indexObject = gl.createBuffer(); | |
394 | |
395 debug("Test out of range indices") | |
396 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); | |
397 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ 10000, 0, 1, 2, 3,
10000 ]), gl.STATIC_DRAW); | |
398 shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4
, gl.UNSIGNED_INT, 4)"); | |
399 shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE
_STRIP, 4, gl.UNSIGNED_INT, 0)"); | |
400 shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE
_STRIP, 4, gl.UNSIGNED_INT, 8)"); | |
401 } | |
402 | |
403 function runCrashWithBufferSubDataTests() { | |
404 debug('Verifies that the index validation code which is within bufferSubData
does not crash.') | |
405 | |
406 var elementBuffer = gl.createBuffer(); | |
407 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); | |
408 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 256, gl.STATIC_DRAW); | |
409 var data = new Uint32Array(127); | |
410 gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 64, data); | |
411 glErrorShouldBe(gl, gl.INVALID_VALUE, "after attempting to update a buffer o
utside of the allocated bounds"); | |
412 testPassed("bufferSubData, when buffer object was initialized with null, did
not crash"); | |
413 } | |
414 | |
415 debug(""); | |
416 successfullyParsed = true; | |
417 isSuccessfullyParsed(); | |
418 | |
419 </script> | |
420 </body> | |
421 </html> | |
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