Index: conformance/extensions/oes-element-index-uint.html |
=================================================================== |
--- conformance/extensions/oes-element-index-uint.html (revision 0) |
+++ conformance/extensions/oes-element-index-uint.html (working copy) |
@@ -0,0 +1,459 @@ |
+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+ |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL OES_element_index_uint 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> |
+ |
+<script id="vs" type="x-shader/x-vertex"> |
+attribute vec4 vPosition; |
+attribute vec4 vColor; |
+varying vec4 color; |
+void main() { |
+ gl_Position = vPosition; |
+ color = vColor; |
+} |
+</script> |
+<script id="fs" type="x-shader/x-fragment"> |
+precision mediump float; |
+varying vec4 color; |
+void main() { |
+ gl_FragColor = color; |
+} |
+</script> |
+ |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script> |
+"use strict"; |
+description("This test verifies the functionality of the OES_element_index_uint extension, if it is available."); |
+ |
+debug(""); |
+ |
+var wtu = WebGLTestUtils; |
+var gl = null; |
+var ext = null; |
+var canvas = null; |
+ |
+// Test both STATIC_DRAW and DYNAMIC_DRAW as a regression test |
+// for a bug in ANGLE which has since been fixed. |
+for (var ii = 0; ii < 2; ++ii) { |
+ canvas = document.createElement("canvas"); |
+ canvas.width = 50; |
+ canvas.height = 50; |
+ |
+ gl = wtu.create3DContext(canvas); |
+ |
+ if (!gl) { |
+ testFailed("WebGL context does not exist"); |
+ } else { |
+ testPassed("WebGL context exists"); |
+ |
+ var drawType = (ii == 0) ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; |
+ debug("Testing " + ((ii == 0) ? "STATIC_DRAW" : "DYNAMIC_DRAW")); |
+ |
+ |
+ // Query the extension and store globally so shouldBe can access it |
+ ext = gl.getExtension("OES_element_index_uint"); |
+ if (!ext) { |
+ testPassed("No OES_element_index_uint support -- this is legal"); |
+ |
+ runSupportedTest(false); |
+ } else { |
+ testPassed("Successfully enabled OES_element_index_uint extension"); |
+ |
+ runSupportedTest(true); |
+ |
+ runDrawTests(drawType); |
+ |
+ // These tests are tweaked duplicates of the buffers/index-validation* tests |
+ // using unsigned int indices to ensure that behavior remains consistent |
+ runIndexValidationTests(drawType); |
+ runCopiesIndicesTests(drawType); |
+ runResizedBufferTests(drawType); |
+ runVerifiesTooManyIndicesTests(drawType); |
+ runCrashWithBufferSubDataTests(drawType); |
+ |
+ glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); |
+ } |
+ } |
+} |
+ |
+function runSupportedTest(extensionEnabled) { |
+ var supported = gl.getSupportedExtensions(); |
+ if (supported.indexOf("OES_element_index_uint") >= 0) { |
+ if (extensionEnabled) { |
+ testPassed("OES_element_index_uint listed as supported and getExtension succeeded"); |
+ } else { |
+ testFailed("OES_element_index_uint listed as supported but getExtension failed"); |
+ } |
+ } else { |
+ if (extensionEnabled) { |
+ testFailed("OES_element_index_uint not listed as supported but getExtension succeeded"); |
+ } else { |
+ testPassed("OES_element_index_uint not listed as supported and getExtension failed -- this is legal"); |
+ } |
+ } |
+} |
+ |
+function runDrawTests(drawType) { |
+ debug("Test that draws with unsigned integer indices produce the expected results"); |
+ |
+ canvas.width = 50; canvas.height = 50; |
+ gl.viewport(0, 0, canvas.width, canvas.height); |
+ |
+ var program = wtu.setupNoTexCoordTextureProgram(gl); |
+ |
+ function setupDraw(s) { |
+ // Create a vertex buffer that cannot be fully indexed via shorts |
+ var quadArrayLen = 65537 * 3; |
+ var quadArray = new Float32Array(quadArrayLen); |
+ |
+ // Leave all but the last 4 values zero-ed out |
+ var idx = quadArrayLen - 12; |
+ |
+ // Initialized the last 4 values to a quad |
+ quadArray[idx++] = 1.0 * s; |
+ quadArray[idx++] = 1.0 * s; |
+ quadArray[idx++] = 0.0; |
+ |
+ quadArray[idx++] = -1.0 * s; |
+ quadArray[idx++] = 1.0 * s; |
+ quadArray[idx++] = 0.0; |
+ |
+ quadArray[idx++] = -1.0 * s; |
+ quadArray[idx++] = -1.0 * s; |
+ quadArray[idx++] = 0.0; |
+ |
+ quadArray[idx++] = 1.0 * s; |
+ quadArray[idx++] = -1.0 * s; |
+ quadArray[idx++] = 0.0; |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, quadArray, drawType); |
+ |
+ // Create an unsigned int index buffer that indexes the last 4 vertices |
+ var baseIndex = (quadArrayLen / 3) - 4; |
+ |
+ var indexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ |
+ baseIndex + 0, |
+ baseIndex + 1, |
+ baseIndex + 2, |
+ baseIndex + 2, |
+ baseIndex + 3, |
+ baseIndex + 0]), drawType); |
+ |
+ var opt_positionLocation = 0; |
+ gl.enableVertexAttribArray(opt_positionLocation); |
+ gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0); |
+ }; |
+ function readLocation(x, y) { |
+ var pixels = new Uint8Array(1 * 1 * 4); |
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
+ return pixels; |
+ }; |
+ function testPixel(blackList, whiteList) { |
+ function testList(list, expected) { |
+ for (var n = 0; n < list.length; n++) { |
+ var l = list[n]; |
+ var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2; |
+ var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2; |
+ var source = readLocation(x, y); |
+ if (Math.abs(source[0] - expected) > 2) { |
+ return false; |
+ } |
+ } |
+ return true; |
+ } |
+ return testList(blackList, 0) && testList(whiteList, 255); |
+ }; |
+ function verifyDraw(drawNumber, s) { |
+ gl.clearColor(1.0, 1.0, 1.0, 1.0); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0); |
+ |
+ var blackList = []; |
+ var whiteList = []; |
+ var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0]; |
+ for (var n = 0; n < points.length; n++) { |
+ if (points[n] <= s) { |
+ blackList.push(points[n]); |
+ } else { |
+ whiteList.push(points[n]); |
+ } |
+ } |
+ if (testPixel(blackList, whiteList)) { |
+ testPassed("Draw " + drawNumber + " passed pixel test"); |
+ } else { |
+ testFailed("Draw " + drawNumber + " failed pixel test"); |
+ } |
+ }; |
+ |
+ setupDraw(0.5); |
+ verifyDraw(0, 0.5); |
+} |
+ |
+function runIndexValidationTests(drawType) { |
+ description("Tests that index validation verifies the correct number of indices"); |
+ |
+ function sizeInBytes(type) { |
+ switch (type) { |
+ case gl.BYTE: |
+ case gl.UNSIGNED_BYTE: |
+ return 1; |
+ case gl.SHORT: |
+ case gl.UNSIGNED_SHORT: |
+ return 2; |
+ case gl.INT: |
+ case gl.UNSIGNED_INT: |
+ case gl.FLOAT: |
+ return 4; |
+ default: |
+ throw "unknown type"; |
+ } |
+ } |
+ |
+ var program = wtu.loadStandardProgram(gl); |
+ |
+ // 3 vertices => 1 triangle, interleaved data |
+ var dataComplete = new Float32Array([0, 0, 0, 1, |
+ 0, 0, 1, |
+ 1, 0, 0, 1, |
+ 0, 0, 1, |
+ 1, 1, 1, 1, |
+ 0, 0, 1]); |
+ var dataIncomplete = new Float32Array([0, 0, 0, 1, |
+ 0, 0, 1, |
+ 1, 0, 0, 1, |
+ 0, 0, 1, |
+ 1, 1, 1, 1]); |
+ var indices = new Uint32Array([0, 1, 2]); |
+ |
+ debug("Testing with valid indices"); |
+ |
+ var bufferComplete = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete); |
+ gl.bufferData(gl.ARRAY_BUFFER, dataComplete, drawType); |
+ var elements = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType); |
+ gl.useProgram(program); |
+ var vertexLoc = gl.getAttribLocation(program, "a_vertex"); |
+ var normalLoc = gl.getAttribLocation(program, "a_normal"); |
+ gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0); |
+ gl.enableVertexAttribArray(vertexLoc); |
+ gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT)); |
+ gl.enableVertexAttribArray(normalLoc); |
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ |
+ debug("Testing with out-of-range indices"); |
+ |
+ var bufferIncomplete = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete); |
+ gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, drawType); |
+ gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0); |
+ gl.enableVertexAttribArray(vertexLoc); |
+ gl.disableVertexAttribArray(normalLoc); |
+ debug("Enable vertices, valid"); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ debug("Enable normals, out-of-range"); |
+ gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT)); |
+ gl.enableVertexAttribArray(normalLoc); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); |
+ glErrorShouldBe(gl, gl.INVALID_OPERATION); |
+ |
+ debug("Test with enabled attribute that does not belong to current program"); |
+ |
+ gl.disableVertexAttribArray(normalLoc); |
+ var extraLoc = Math.max(vertexLoc, normalLoc) + 1; |
+ gl.enableVertexAttribArray(extraLoc); |
+ debug("Enable an extra attribute with null"); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); |
+ glErrorShouldBe(gl, gl.INVALID_OPERATION); |
+ debug("Enable an extra attribute with insufficient data buffer"); |
+ gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT)); |
+ glErrorShouldBe(gl, gl.NO_ERROR); |
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); |
+ debug("Pass large negative index to vertexAttribPointer"); |
+ gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), -2000000000 * sizeInBytes(gl.FLOAT)); |
+ glErrorShouldBe(gl, gl.INVALID_VALUE); |
+ shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)'); |
+} |
+ |
+function runCopiesIndicesTests(drawType) { |
+ debug("Test that client data is always copied during bufferData and bufferSubData calls"); |
+ |
+ var program = wtu.loadStandardProgram(gl); |
+ |
+ gl.useProgram(program); |
+ var vertexObject = gl.createBuffer(); |
+ gl.enableVertexAttribArray(0); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ // 4 vertices -> 2 triangles |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0 ]), drawType); |
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
+ |
+ var indexObject = gl.createBuffer(); |
+ |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); |
+ var indices = new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType); |
+ shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)"); |
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)"); |
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)"); |
+ indices[0] = 2; |
+ indices[5] = 1; |
+ shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)"); |
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)"); |
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)"); |
+} |
+ |
+function runResizedBufferTests(drawType) { |
+ debug("Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation."); |
+ |
+ var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after initialization"); |
+ |
+ var vertexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( |
+ [-1,1,0, 1,1,0, -1,-1,0, |
+ -1,-1,0, 1,1,0, 1,-1,0]), drawType); |
+ gl.enableVertexAttribArray(0); |
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup"); |
+ |
+ var texCoordObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( |
+ [0,0, 1,0, 0,1, |
+ 0,1, 1,0, 1,1]), drawType); |
+ gl.enableVertexAttribArray(1); |
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup"); |
+ |
+ // Now resize these buffers because we want to change what we're drawing. |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
+ -1,1,0, 1,1,0, -1,-1,0, 1,-1,0, |
+ -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), drawType); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition"); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject); |
+ gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([ |
+ 255, 0, 0, 255, |
+ 255, 0, 0, 255, |
+ 255, 0, 0, 255, |
+ 255, 0, 0, 255, |
+ 0, 255, 0, 255, |
+ 0, 255, 0, 255, |
+ 0, 255, 0, 255, |
+ 0, 255, 0, 255]), drawType); |
+ gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition"); |
+ |
+ var numQuads = 2; |
+ var indices = new Uint32Array(numQuads * 6); |
+ for (var ii = 0; ii < numQuads; ++ii) { |
+ var offset = ii * 6; |
+ var quad = (ii == (numQuads - 1)) ? 4 : 0; |
+ indices[offset + 0] = quad + 0; |
+ indices[offset + 1] = quad + 1; |
+ indices[offset + 2] = quad + 2; |
+ indices[offset + 3] = quad + 2; |
+ indices[offset + 4] = quad + 1; |
+ indices[offset + 5] = quad + 3; |
+ } |
+ var indexObject = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); |
+ gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_INT, 0); |
+ glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
+} |
+ |
+function runVerifiesTooManyIndicesTests(drawType) { |
+ description("Tests that index validation for drawElements does not examine too many indices"); |
+ |
+ var program = wtu.loadStandardProgram(gl); |
+ |
+ gl.useProgram(program); |
+ var vertexObject = gl.createBuffer(); |
+ gl.enableVertexAttribArray(0); |
+ gl.disableVertexAttribArray(1); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
+ // 4 vertices -> 2 triangles |
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0 ]), drawType); |
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
+ |
+ var indexObject = gl.createBuffer(); |
+ |
+ debug("Test out of range indices") |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]), drawType); |
+ shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)"); |
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)"); |
+ shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)"); |
+} |
+ |
+function runCrashWithBufferSubDataTests(drawType) { |
+ debug('Verifies that the index validation code which is within bufferSubData does not crash.') |
+ |
+ var elementBuffer = gl.createBuffer(); |
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); |
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 256, drawType); |
+ var data = new Uint32Array(127); |
+ gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 64, data); |
+ glErrorShouldBe(gl, gl.INVALID_VALUE, "after attempting to update a buffer outside of the allocated bounds"); |
+ testPassed("bufferSubData, when buffer object was initialized with null, did not crash"); |
+} |
+ |
+debug(""); |
+var successfullyParsed = true; |
+</script> |
+<script src="../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
Property changes on: conformance/extensions/oes-element-index-uint.html |
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+LF |
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