Index: conformance/more/conformance/webGLArrays.html |
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--- conformance/more/conformance/webGLArrays.html (revision 0) |
+++ conformance/more/conformance/webGLArrays.html (revision 0) |
@@ -0,0 +1,159 @@ |
+<!DOCTYPE html> |
+<html><head> |
+<meta charset="utf-8"> |
+<link rel="stylesheet" type="text/css" href="../unit.css" /> |
+<script type="application/x-javascript" src="../unit.js"></script> |
+<script type="application/x-javascript" src="../util.js"></script> |
+ |
+<script type="application/x-javascript"> |
+ |
+function assertIdxs(name, arr, length) { |
+// assertOk(name+": Read with negative idx should work", function(){ return arr[-1] }); |
+// assertOk(name+": Read with too large idx should work", function(){ return arr[length] }); |
+// assertOk(name+": Write with negative idx should work", function(){ arr[-1] = 0 }); |
+// assertOk(name+": Write with too large idx should work", function(){ arr[length] = 0 }); |
+// arr[0] = 2; |
+// assertEquals(name+": Test that write worked", 2, arr[0]); |
+// assertOk(name+": Write with bad value should work", function(){ arr[0] = {x:"foo"} }); |
+// assertEquals(name+": Test that bad write didn't work", 2, arr[0]); |
+ assertOk(name+": Read and writes with OK idxs should work", function(){ |
+ for (var i=0; i<length; i++) arr[i] = i + 1; |
+ for (var i=0; i<length; i++) arr[i] = arr[i] + 1; |
+ for (var i=0; i<length; i++) assertEquals(name+": Test that reads and writes work", i+2, arr[i]); |
+ }); |
+} |
+ |
+Tests.startUnit = function () { |
+ var canvas = document.getElementById('gl'); |
+ var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); |
+ prog = new Shader(gl, 'vert', 'frag'); |
+ prog.use(); |
+ prog.uniform4f('c', 255, 0, 0, 255); |
+ va = prog.attrib('Vertex'); |
+ buffer = gl.createBuffer(); |
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
+ return [gl]; |
+} |
+ |
+Tests.endUnit = function() { |
+ prog.destroy(); |
+} |
+ |
+Tests.testCreateFromArray = function() { |
+ var a = new Float32Array([1,2,3,4,5,6]); |
+ assertIdxs('Float', a, 6); |
+ var a = new Int32Array([1,2,3,4,5,6]); |
+ assertIdxs('Int', a, 6); |
+ var a = new Int16Array([1,2,3,4,5,6]); |
+ assertIdxs('Short', a, 6); |
+ var a = new Int8Array([1,2,3,4,5,6]); |
+ assertIdxs('Byte', a, 6); |
+ var a = new Uint32Array([1,2,3,4,5,6]); |
+ assertIdxs('UInt', a, 6); |
+ var a = new Uint16Array([1,2,3,4,5,6]); |
+ assertIdxs('UShort', a, 6); |
+ var a = new Uint8Array([1,2,3,4,5,6]); |
+ assertIdxs('UByte', a, 6); |
+} |
+Tests.testCreateFromCount = function() { |
+ var a = new Float32Array(6); |
+ assertIdxs('Float', a, 6); |
+ var a = new Int32Array(6); |
+ assertIdxs('Int', a, 6); |
+ var a = new Int16Array(6); |
+ assertIdxs('Short', a, 6); |
+ var a = new Int8Array(6); |
+ assertIdxs('Byte', a, 6); |
+ var a = new Uint32Array(6); |
+ assertIdxs('UInt', a, 6); |
+ var a = new Uint16Array(6); |
+ assertIdxs('UShort', a, 6); |
+ var a = new Uint8Array(6); |
+ assertIdxs('UByte', a, 6); |
+} |
+Tests.testCreateFromBuffer = function() { |
+ var sz = 24; |
+ var b = new ArrayBuffer(sz); |
+ var a = new Float32Array(b); |
+ assertIdxs('Float', a, sz/4); |
+ var a = new Int32Array(b); |
+ assertIdxs('Int', a, sz/4); |
+ var a = new Int16Array(b); |
+ assertIdxs('Short', a, sz/2); |
+ var a = new Int8Array(b); |
+ assertIdxs('Byte', a, sz/1); |
+ var a = new Uint32Array(b); |
+ assertIdxs('UInt', a, sz/4); |
+ var a = new Uint16Array(b); |
+ assertIdxs('UShort', a, sz/2); |
+ var a = new Uint8Array(b); |
+ assertIdxs('UByte', a, sz/1); |
+} |
+ |
+Tests.testThatWritesChangeDrawing = function(gl) { |
+ var verts = [ |
+ 0,0, |
+ 1,0, |
+ 1,1, |
+ |
+ 0,0, |
+ 1,1, |
+ 0,1 |
+ ]; |
+ var a = new Float32Array(verts); |
+ var arr = []; |
+ for (var i=0; i<12; i++) |
+ arr[i] = a[i]; |
+ assertEquals("Test that reads work from an array-initialized Float32Array", arr, verts); |
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
+ gl.bufferData(gl.ARRAY_BUFFER, a, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(va, 2, gl.FLOAT, false, 0, 0); |
+ gl.enableVertexAttribArray(va); |
+ |
+ var id = new Uint8Array(4); |
+ gl.readPixels(8,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
+ assertEquals([0, 0, 0, 0], [id[0], id[1], id[2], id[3]]); |
+ |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+ |
+ gl.readPixels(8,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
+ assertEquals([255, 0, 0, 255], [id[0], id[1], id[2], id[3]]); |
+ gl.readPixels(0,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
+ assertEquals([0, 0, 0, 0], [id[0], id[1], id[2], id[3]]); |
+ |
+ a[0] = a[6] = a[10] = -1; |
+ gl.bufferData(gl.ARRAY_BUFFER, a, gl.STATIC_DRAW); |
+ gl.vertexAttribPointer(va, 2, gl.FLOAT, false, 0, 0); |
+ |
+ gl.drawArrays(gl.TRIANGLES, 0, 6); |
+ |
+ gl.readPixels(8,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
+ assertEquals([255, 0, 0, 255], [id[0], id[1], id[2], id[3]]); |
+ gl.readPixels(0,8,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
+ assertEquals("Test that Float32Array#[]= worked and drawArrays drew a full-width rectangle", |
+ [255, 0, 0, 255], [id[0], id[1], id[2], id[3]]); |
+ gl.readPixels(0,0,1,1,gl.RGBA, gl.UNSIGNED_BYTE, id); |
+ assertEquals([0, 0, 0, 0], [id[0], id[1], id[2], id[3]]); |
+} |
+ |
+</script> |
+<script id="vert" type="x-shader/x-vertex"> |
+ attribute vec2 Vertex; |
+ void main() |
+ { |
+ gl_Position = vec4(Vertex, 0.0, 1.0); |
+ } |
+</script> |
+<script id="frag" type="x-shader/x-fragment"> |
+ precision mediump float; |
+ |
+ uniform vec4 c; |
+ void main() |
+ { |
+ gl_FragColor = c; |
+ } |
+</script> |
+<style>canvas{border: 1px solid black}</style> |
+</head><body> |
+<canvas id="gl" width="16" height="16"></canvas> |
+</body></html> |
Property changes on: conformance/more/conformance/webGLArrays.html |
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Added: svn:eol-style |
+ LF |