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Unified Diff: conformance/more/functions/drawArraysOutOfBounds.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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Index: conformance/more/functions/drawArraysOutOfBounds.html
===================================================================
--- conformance/more/functions/drawArraysOutOfBounds.html (revision 0)
+++ conformance/more/functions/drawArraysOutOfBounds.html (revision 0)
@@ -0,0 +1,305 @@
+<!DOCTYPE html>
+<html><head>
+<meta charset="utf-8">
+<!--
+Tests for the OpenGL ES 2.0 HTML Canvas context
+
+Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
+
+Permission is hereby granted, free of charge, to any person
+obtaining a copy of this software and associated documentation
+files (the "Software"), to deal in the Software without
+restriction, including without limitation the rights to use,
+copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the
+Software is 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 Software.
+
+THE SOFTWARE IS 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 SOFTWARE OR THE USE OR
+OTHER DEALINGS IN THE SOFTWARE.
+
+-->
+<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">
+
+var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0];
+var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
+var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0];
+
+var vertsA = new Float32Array(verts);
+var normalsA = new Float32Array(normals);
+var texcoordsA = new Float32Array(texcoords);
+
+Tests.startUnit = function () {
+ var canvas = document.getElementById('gl');
+ var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID));
+ var prog = new Shader(gl, 'vert', 'frag');
+ prog.use();
+ var v = prog.attrib('Vertex');
+ var n = prog.attrib('Normal');
+ var t = prog.attrib('Tex');
+ return [gl,prog,v,n,t];
+}
+
+Tests.setup = function(gl, prog, v,n,t) {
+ return [gl, prog, v,n,t];
+}
+Tests.teardown = function(gl, prog, v,n,t) {
+ gl.disableVertexAttribArray(v);
+ gl.disableVertexAttribArray(n);
+ gl.disableVertexAttribArray(t);
+}
+
+Tests.endUnit = function(gl, prog, v,n,t) {
+ prog.destroy();
+}
+
+Tests.testDrawArraysEmpty = function(gl, prog, v,n,t) {
+ var b = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, b);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
+ assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);})
+ gl.enableVertexAttribArray(v);
+ assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
+ gl.deleteBuffer(b);
+}
+
+Tests.testDrawArraysOutOfBounds = function(gl, prog, v,n,t) {
+ var b = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, b);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
+ assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
+ gl.enableVertexAttribArray(v);
+ assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
+ assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
+ assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000000000000",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
+ assertGLError(gl, gl.INVALID_OPERATION, "zero size array fraction",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 1.6);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative offset",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
+ assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
+ assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
+ function(){gl.drawArrays(gl.TRIANGLES, -1, 1);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
+ function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
+ gl.deleteBuffer(b);
+}
+
+
+Tests.testDrawArraysWithDataOutOfBounds = function(gl, prog, v,n,t) {
+ var b = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, b);
+ gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ assertGLError(gl, gl.INVALID_OPERATION, "3 element array",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
+ assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000000000000",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
+ assertGLError(gl, gl.INVALID_OPERATION, "fractional count",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 1.6);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative offset",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
+ assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
+ assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
+ function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
+ function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
+ gl.deleteBuffer(b);
+}
+
+Tests.testDrawArraysMultiOutOfBounds = function(gl, prog, v,n,t) {
+ var bs = [];
+ bs.push(gl.createBuffer());
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
+ gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ bs.push(gl.createBuffer());
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
+ gl.bufferData(gl.ARRAY_BUFFER, normalsA, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
+ bs.push(gl.createBuffer());
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
+ gl.bufferData(gl.ARRAY_BUFFER, texcoordsA, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ gl.enableVertexAttribArray(n);
+ gl.enableVertexAttribArray(t);
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 1",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
+ bs.push(gl.createBuffer());
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts.concat(verts)), gl.STATIC_DRAW);
+ bs.push(gl.createBuffer());
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords.concat(texcoords)), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
+ gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
+ gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ gl.enableVertexAttribArray(n);
+ gl.enableVertexAttribArray(t);
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 2",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 3",
+ function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
+ gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
+ gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ gl.enableVertexAttribArray(n);
+ gl.enableVertexAttribArray(t);
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 4",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 5",
+ function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
+ gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[4]);
+ gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ gl.enableVertexAttribArray(n);
+ gl.enableVertexAttribArray(t);
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 6",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 7",
+ function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
+ gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
+ gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ gl.enableVertexAttribArray(n);
+ gl.enableVertexAttribArray(t);
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 8",
+ function(){gl.drawArrays(gl.TRIANGLES, 4, 1);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count",
+ function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "zero count???",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
+ assertGLError(gl, gl.INVALID_OPERATION, "multi array 9",
+ function(){gl.drawArrays(gl.TRIANGLES, 1, 4);});
+ bs.forEach(function(b){ gl.deleteBuffer(b) });
+}
+
+
+Tests.testDrawArraysVBOOutOfBounds = function(gl, prog, v,n,t) {
+ var vbo = new VBO(gl, {size:3, data:Quad.vertices});
+ vbo.use(v);
+ assertGLError(gl, gl.INVALID_OPERATION, "1",
+ function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count",
+ function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
+ assertGLError(gl, gl.INVALID_OPERATION, "3",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
+ assertGLError(gl, gl.INVALID_OPERATION, "4",
+ function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
+ vbo.destroy();
+}
+
+Tests.testDrawArraysVBOMultiOutOfBounds = function(gl, prog, v,n,t) {
+ // creates VBOs for the quad arrays, binds them with
+ // vertexAttribPointer and calls drawArrays
+ var vbo = new VBO(gl,
+ {size:3, data:Quad.vertices},
+ {size:3, data:Quad.normals},
+ {size:2, data:Quad.texcoords});
+ vbo.use(v, n, t);
+ assertGLError(gl, gl.INVALID_OPERATION, "1",
+ function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
+ assertGLError(gl, gl.INVALID_VALUE, "negative count",
+ function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
+ assertGLError(gl, gl.INVALID_OPERATION, "2",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
+ assertGLError(gl, gl.INVALID_OPERATION, "3",
+ function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
+ vbo.destroy();
+}
+
+Tests.testDrawArraysOOBShaderJuggle = function(gl, prog, v,n,t) {
+ var vbo = new VBO(gl,
+ {size:3, data:[0,0,0]},
+ {size:3, data:[0,0,0,0,0,0]});
+ vbo.init();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[0]);
+ gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(v);
+ assertGLError(gl, gl.INVALID_OPERATION, "offset too big",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
+ var sh2 = new Shader(gl, 'vert', 'frag');
+ sh2.use();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
+ gl.vertexAttribPointer(sh2.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(sh2.attrib('Vertex'));
+ assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "offset too big 2",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
+ prog.use();
+ gl.vertexAttribPointer(prog.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(prog.attrib('Vertex'));
+ assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
+ assertGLError(gl, gl.INVALID_OPERATION, "offset too big 3",
+ function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
+ sh2.destroy();
+}
+
+</script>
+<script id="vert" type="x-shader/x-vertex">
+ attribute vec3 Vertex;
+ attribute vec3 Normal;
+ attribute vec2 Tex;
+
+ varying vec4 texCoord0;
+ void main()
+ {
+ gl_Position = vec4(Vertex * Normal, 1.0);
+ texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
+ }
+</script>
+<script id="frag" type="x-shader/x-fragment">
+ precision mediump float;
+
+ varying vec4 texCoord0;
+ void main()
+ {
+ gl_FragColor = texCoord0;
+ }
+</script>
+
+
+<style>canvas{ position:absolute; }</style>
+</head><body>
+ <canvas id="gl" width="1" height="1"></canvas>
+</body></html>
Property changes on: conformance/more/functions/drawArraysOutOfBounds.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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