Index: conformance/extensions/angle-instanced-arrays.html |
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+<!-- |
+ |
+/* |
+** 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 |
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+LF |
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