| Index: conformance/more/functions/drawArraysOutOfBounds.html
|
| ===================================================================
|
| --- conformance/more/functions/drawArraysOutOfBounds.html (revision 0)
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| +++ conformance/more/functions/drawArraysOutOfBounds.html (revision 0)
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| @@ -0,0 +1,305 @@
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| +<!DOCTYPE html>
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| +<html><head>
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| +<meta charset="utf-8">
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| +<!--
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| +Tests for the OpenGL ES 2.0 HTML Canvas context
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| +
|
| +Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
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| +
|
| +Permission is hereby granted, free of charge, to any person
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| +obtaining a copy of this software and associated documentation
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| +files (the "Software"), to deal in the Software without
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| +restriction, including without limitation the rights to use,
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| +copy, modify, merge, publish, distribute, sublicense, and/or sell
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| +copies of the Software, and to permit persons to whom the
|
| +Software is furnished to do so, subject to the following
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| +conditions:
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| +
|
| +The above copyright notice and this permission notice shall be
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| +included in all copies or substantial portions of the Software.
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| +
|
| +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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| +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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| +OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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| +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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| +HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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| +WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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| +FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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| +OTHER DEALINGS IN THE SOFTWARE.
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| +
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| +-->
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| +<link rel="stylesheet" type="text/css" href="../unit.css" />
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| +<script type="application/x-javascript" src="../unit.js"></script>
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| +<script type="application/x-javascript" src="../util.js"></script>
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| +<script type="application/x-javascript">
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| +
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| +var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0];
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| +var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
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| +var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0];
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| +
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| +var vertsA = new Float32Array(verts);
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| +var normalsA = new Float32Array(normals);
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| +var texcoordsA = new Float32Array(texcoords);
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| +
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| +Tests.startUnit = function () {
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| + var canvas = document.getElementById('gl');
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| + var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID));
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| + var prog = new Shader(gl, 'vert', 'frag');
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| + prog.use();
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| + var v = prog.attrib('Vertex');
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| + var n = prog.attrib('Normal');
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| + var t = prog.attrib('Tex');
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| + return [gl,prog,v,n,t];
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| +}
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| +
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| +Tests.setup = function(gl, prog, v,n,t) {
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| + return [gl, prog, v,n,t];
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| +}
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| +Tests.teardown = function(gl, prog, v,n,t) {
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| + gl.disableVertexAttribArray(v);
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| + gl.disableVertexAttribArray(n);
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| + gl.disableVertexAttribArray(t);
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| +}
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| +
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| +Tests.endUnit = function(gl, prog, v,n,t) {
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| + prog.destroy();
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| +}
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| +
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| +Tests.testDrawArraysEmpty = function(gl, prog, v,n,t) {
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| + var b = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, b);
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
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| + assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);})
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| + gl.enableVertexAttribArray(v);
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| + assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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| + gl.deleteBuffer(b);
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| +}
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| +
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| +Tests.testDrawArraysOutOfBounds = function(gl, prog, v,n,t) {
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| + var b = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, b);
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
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| + assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
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| + gl.enableVertexAttribArray(v);
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| + assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000000000000",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "zero size array fraction",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 1.6);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative offset",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
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| + function(){gl.drawArrays(gl.TRIANGLES, -1, 1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
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| + function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
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| + gl.deleteBuffer(b);
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| +}
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| +
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| +
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| +Tests.testDrawArraysWithDataOutOfBounds = function(gl, prog, v,n,t) {
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| + var b = gl.createBuffer();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, b);
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| + gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + assertGLError(gl, gl.INVALID_OPERATION, "3 element array",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000000000000",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "fractional count",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 1.6);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative offset",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
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| + function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
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| + function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
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| + gl.deleteBuffer(b);
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| +}
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| +
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| +Tests.testDrawArraysMultiOutOfBounds = function(gl, prog, v,n,t) {
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| + var bs = [];
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| + bs.push(gl.createBuffer());
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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| + gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + bs.push(gl.createBuffer());
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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| + gl.bufferData(gl.ARRAY_BUFFER, normalsA, gl.STATIC_DRAW);
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| + gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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| + bs.push(gl.createBuffer());
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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| + gl.bufferData(gl.ARRAY_BUFFER, texcoordsA, gl.STATIC_DRAW);
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| + gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + gl.enableVertexAttribArray(n);
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| + gl.enableVertexAttribArray(t);
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 1",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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| + bs.push(gl.createBuffer());
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts.concat(verts)), gl.STATIC_DRAW);
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| + bs.push(gl.createBuffer());
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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| + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords.concat(texcoords)), gl.STATIC_DRAW);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
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| + gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
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| + gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + gl.enableVertexAttribArray(n);
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| + gl.enableVertexAttribArray(t);
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 2",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 3",
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| + function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
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| + gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
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| + gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + gl.enableVertexAttribArray(n);
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| + gl.enableVertexAttribArray(t);
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 4",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 5",
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| + function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
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| + gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[4]);
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| + gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + gl.enableVertexAttribArray(n);
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| + gl.enableVertexAttribArray(t);
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 6",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 7",
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| + function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
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| + gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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| + gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
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| + gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + gl.enableVertexAttribArray(n);
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| + gl.enableVertexAttribArray(t);
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 8",
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| + function(){gl.drawArrays(gl.TRIANGLES, 4, 1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count",
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| + function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "zero count???",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "multi array 9",
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| + function(){gl.drawArrays(gl.TRIANGLES, 1, 4);});
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| + bs.forEach(function(b){ gl.deleteBuffer(b) });
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| +}
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| +
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| +
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| +Tests.testDrawArraysVBOOutOfBounds = function(gl, prog, v,n,t) {
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| + var vbo = new VBO(gl, {size:3, data:Quad.vertices});
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| + vbo.use(v);
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| + assertGLError(gl, gl.INVALID_OPERATION, "1",
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| + function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count",
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| + function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "3",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "4",
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| + function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
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| + vbo.destroy();
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| +}
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| +
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| +Tests.testDrawArraysVBOMultiOutOfBounds = function(gl, prog, v,n,t) {
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| + // creates VBOs for the quad arrays, binds them with
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| + // vertexAttribPointer and calls drawArrays
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| + var vbo = new VBO(gl,
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| + {size:3, data:Quad.vertices},
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| + {size:3, data:Quad.normals},
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| + {size:2, data:Quad.texcoords});
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| + vbo.use(v, n, t);
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| + assertGLError(gl, gl.INVALID_OPERATION, "1",
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| + function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
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| + assertGLError(gl, gl.INVALID_VALUE, "negative count",
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| + function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "2",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "3",
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| + function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
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| + vbo.destroy();
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| +}
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| +
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| +Tests.testDrawArraysOOBShaderJuggle = function(gl, prog, v,n,t) {
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| + var vbo = new VBO(gl,
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| + {size:3, data:[0,0,0]},
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| + {size:3, data:[0,0,0,0,0,0]});
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| + vbo.init();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[0]);
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| + gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(v);
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| + assertGLError(gl, gl.INVALID_OPERATION, "offset too big",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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| + var sh2 = new Shader(gl, 'vert', 'frag');
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| + sh2.use();
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| + gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
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| + gl.vertexAttribPointer(sh2.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(sh2.attrib('Vertex'));
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| + assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "offset too big 2",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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| + prog.use();
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| + gl.vertexAttribPointer(prog.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
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| + gl.enableVertexAttribArray(prog.attrib('Vertex'));
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| + assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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| + assertGLError(gl, gl.INVALID_OPERATION, "offset too big 3",
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| + function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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| + sh2.destroy();
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| +}
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| +
|
| +</script>
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| +<script id="vert" type="x-shader/x-vertex">
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| + attribute vec3 Vertex;
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| + attribute vec3 Normal;
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| + attribute vec2 Tex;
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| +
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| + varying vec4 texCoord0;
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| + void main()
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| + {
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| + gl_Position = vec4(Vertex * Normal, 1.0);
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| + texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
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| + }
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| +</script>
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| +<script id="frag" type="x-shader/x-fragment">
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| + precision mediump float;
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| +
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| + varying vec4 texCoord0;
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| + void main()
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| + {
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| + gl_FragColor = texCoord0;
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| + }
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| +</script>
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| +
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| +
|
| +<style>canvas{ position:absolute; }</style>
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| +</head><body>
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| + <canvas id="gl" width="1" height="1"></canvas>
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| +</body></html>
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|
|
| Property changes on: conformance/more/functions/drawArraysOutOfBounds.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
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|
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|
|