Index: conformance/more/functions/drawArraysOutOfBounds.html |
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--- conformance/more/functions/drawArraysOutOfBounds.html (revision 0) |
+++ conformance/more/functions/drawArraysOutOfBounds.html (revision 0) |
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+<!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 |