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Unified Diff: conformance/extensions/angle-instanced-arrays.html

Issue 41893003: Add ToT WebGL conformance tests : part 12 (last one) (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 7 years, 2 months ago
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Index: conformance/extensions/angle-instanced-arrays.html
===================================================================
--- conformance/extensions/angle-instanced-arrays.html (revision 0)
+++ conformance/extensions/angle-instanced-arrays.html (working copy)
@@ -0,0 +1,398 @@
+<!--
+
+/*
+** Copyright (c) 2013 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 ANGLE_instanced_arrays Conformance Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
+<script src="../../resources/js-test-pre.js"></script>
+<script src="../resources/webgl-test.js"></script>
+<script src="../resources/webgl-test-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
+<div id="console"></div>
+<!-- Shaders for testing instanced draws -->
+<script id="outputVertexShader" type="x-shader/x-vertex">
+attribute vec4 aPosition;
+attribute vec2 aOffset;
+attribute vec4 aColor;
+varying vec4 vColor;
+void main() {
+ vColor = aColor;
+ gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
+}
+</script>
+
+<script id="outputFragmentShader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 vColor;
+void main() {
+ gl_FragColor = vColor;
+}
+</script>
+
+<script>
+"use strict";
+description("This test verifies the functionality of the ANGLE_instanced_arrays extension, if it is available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+var ext = null;
+
+var positionLoc = 0;
+var offsetLoc = 2;
+var colorLoc = 3;
+var program;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ runDivisorTestDisabled();
+
+ // Query the extension and store globally so shouldBe can access it
+ ext = wtu.getExtensionWithKnownPrefixes(gl, "ANGLE_instanced_arrays");
+ if (!ext) {
+ testPassed("No ANGLE_instanced_arrays support -- this is legal");
+
+ runSupportedTest(false);
+ } else {
+ testPassed("Successfully enabled ANGLE_instanced_arrays extension");
+
+ runSupportedTest(true);
+
+ runDivisorTestEnabled();
+ runUniqueObjectTest();
+
+ setupCanvas();
+ runOutputTests();
+ runANGLECorruptionTest();
+ }
+}
+
+function runSupportedTest(extensionEnabled) {
+ var supported = gl.getSupportedExtensions();
+ if (supported.indexOf("ANGLE_instanced_arrays") >= 0) {
+ if (extensionEnabled) {
+ testPassed("ANGLE_instanced_arrays listed as supported and getExtension succeeded");
+ } else {
+ testFailed("ANGLE_instanced_arrays listed as supported but getExtension failed");
+ }
+ } else {
+ if (extensionEnabled) {
+ testFailed("ANGLE_instanced_arrays not listed as supported but getExtension succeeded");
+ } else {
+ testPassed("ANGLE_instanced_arrays not listed as supported and getExtension failed -- this is legal");
+ }
+ }
+}
+
+function runDivisorTestDisabled() {
+ debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension disabled");
+
+ var VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE;
+
+ gl.getVertexAttrib(0, VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should not be queryable if extension is disabled");
+}
+
+function runDivisorTestEnabled() {
+ debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension enabled");
+
+ shouldBe("ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE", "0x88FE");
+
+ var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+
+ for (var i = 0; i < max_vertex_attribs; ++i) {
+ var queried_value = gl.getVertexAttrib(i, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
+ if(queried_value == 0){
+ testPassed("Vertex attribute " + i + " must has a default divisor of 0");
+ }
+ else{
+ testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
+ }
+ }
+
+ ext.vertexAttribDivisorANGLE(max_vertex_attribs, 2);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisorANGLE index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
+
+ ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 2);
+ glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisorANGLE index set less than MAX_VERTEX_ATTRIBS should succeed");
+
+ var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
+ if(queried_value == 2){
+ testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE matches expecation");
+ }
+ else{
+ testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should be: 2, returned value was: " + queried_value);
+ }
+}
+
+function setupCanvas() {
+ canvas.width = 50; canvas.height = 50;
+ gl.viewport(0, 0, canvas.width, canvas.height);
+ gl.clearColor(0, 0, 0, 0);
+
+ program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
+}
+
+function runOutputTests() {
+ var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
+ var instanceCount = 4;
+
+ debug("Testing various draws for valid built-in function behavior");
+
+ var offsets = new Float32Array([
+ -1.0, 1.0,
+ 1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0,
+ ]);
+ var offsetBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
+ 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, // Red
+ 0.0, 1.0, 0.0, 1.0, // Green
+ 0.0, 0.0, 1.0, 1.0, // Blue
+ 1.0, 1.0, 0.0, 1.0, // Yellow
+ ]);
+ var colorBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+ ext.vertexAttribDivisorANGLE(colorLoc, 1);
+
+ // Draw 1: Draw Non-indexed instances
+ debug("Testing drawArraysInstancedANGLE");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupUnitQuad(gl, 0);
+
+ // Test drawArraysInstancedANGLE error conditions
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, -1);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a primcount less than 0");
+
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, -1, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a count less than 0");
+
+ ext.vertexAttribDivisorANGLE(positionLoc, 1);
+ ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawArraysInstancedANGLE");
+ ext.vertexAttribDivisorANGLE(positionLoc, 0);
+
+ ext.drawArraysInstancedANGLE(gl.POINTS, 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with POINTS should succeed");
+ ext.drawArraysInstancedANGLE(gl.LINES, 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINES should succeed");
+ ext.drawArraysInstancedANGLE(gl.LINE_LIST, 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINE_LIST should return succeed");
+ ext.drawArraysInstancedANGLE(gl.TRIANGLE_LIST, 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with TRIANGLE_LIST should succeed");
+
+ ext.drawArraysInstancedANGLE(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
+ ext.drawArraysInstancedANGLE(desktopGL['QUADS'], 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUADS should return INVALID_ENUM");
+ ext.drawArraysInstancedANGLE(desktopGL['POLYGON'], 0, 6, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with POLYGON should return INVALID_ENUM");
+
+ // Draw 2: Draw indexed instances
+ debug("Testing drawElementsInstancedANGLE");
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.setupIndexedQuad(gl, 1, 0);
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
+ wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
+ wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
+
+ // Test drawElementsInstancedANGLE error conditions
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a primcount less than 0");
+
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a count less than 0");
+
+ ext.vertexAttribDivisorANGLE(positionLoc, 1);
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawElementsInstancedANGLE");
+ ext.vertexAttribDivisorANGLE(positionLoc, 0);
+
+ ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with UNSIGNED_BYTE should succeed");
+
+ ext.drawElementsInstancedANGLE(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with POINTS should succeed");
+ ext.drawElementsInstancedANGLE(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINES should succeed");
+ ext.drawElementsInstancedANGLE(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINE_LIST should return succeed");
+ ext.drawElementsInstancedANGLE(gl.TRIANGLE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with TRIANGLE_LIST should succeed");
+
+ ext.drawElementsInstancedANGLE(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
+ ext.drawElementsInstancedANGLE(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUADS should return INVALID_ENUM");
+ ext.drawElementsInstancedANGLE(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
+ glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with POLYGON should return INVALID_ENUM");
+}
+
+function runUniqueObjectTest()
+{
+ debug("Testing that getExtension() returns the same object each time");
+ gl.getExtension("ANGLE_instanced_arrays").myProperty = 2;
+ gc();
+ shouldBe('gl.getExtension("ANGLE_instanced_arrays").myProperty', '2');
+}
+
+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
+
+ 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, 100);
+ } else {
+ finishTest();
+ }
+ } else {
+ testFailed("Failed test " + iteration + " of " + totalIterations);
+ finishTest();
+ }
+ }
+
+ cycleAndTest();
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
Property changes on: conformance/extensions/angle-instanced-arrays.html
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+LF
\ No newline at end of property
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