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Unified Diff: conformance/attribs/gl-vertex-attrib-zero-issues.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/attribs/gl-vertex-attrib-zero-issues.html
===================================================================
--- conformance/attribs/gl-vertex-attrib-zero-issues.html (revision 0)
+++ conformance/attribs/gl-vertex-attrib-zero-issues.html (revision 0)
@@ -0,0 +1,95 @@
+<!--
+// Copyright (c) 2011 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+-->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL Enable Vertex Attrib Zero Test</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../resources/js-test-pre.js"></script>
+<script src="../resources/webgl-test.js"> </script>
+<script src="../resources/webgl-test-utils.js"> </script>
+</head>
+<body>
+<canvas id="example" width="50" height="50">
+</canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+ attribute vec4 vPosition;
+ void main()
+ {
+ gl_Position = vPosition;
+ }
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+ void main()
+ {
+ gl_FragColor = vec4(0.0,0.0,0.0,0.0);
+ }
+</script>
+
+<script>
+description("Test some of the issues of the difference between attrib 0 on OpenGL vs WebGL");
+debug("");
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("example");
+var gl = wtu.create3DContext(canvas);
+
+function setup(numVerts, attribIndex) {
+ var program = wtu.setupProgram(
+ gl,
+ [wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
+ wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
+ ['vPosition'], [attribIndex]);
+ // draw with something on attrib zero with a small number of vertices
+ var vertexObject = gl.createBuffer();
+ g_program = program;
+ g_attribLocation = attribIndex;
+ shouldBe("g_attribLocation", "gl.getAttribLocation(g_program, 'vPosition')");
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(numVerts * 3), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(attribIndex, 3, gl.FLOAT, false, 0, 0);
+ var indices = new Uint16Array(numVerts);
+ for (var ii = 0; ii < numVerts; ++ii) {
+ indices[ii] = ii;
+ }
+ var indexBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+ return program;
+}
+
+var p1 = setup(3, 0);
+var p2 = setup(60000, 3);
+
+for (var ii = 0; ii < 5; ++ii) {
+ gl.useProgram(p1);
+ gl.enableVertexAttribArray(0);
+ gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);
+ glErrorShouldBe(
+ gl, gl.NO_ERROR,
+ "drawing using attrib 0 with 3 verts");
+
+ gl.useProgram(p2);
+ gl.enableVertexAttribArray(3);
+ gl.drawArrays(gl.LINES, 0, 60000);
+ glErrorShouldBe(
+ gl, gl.NO_ERROR,
+ "drawing using attrib 3 with 60000 verts");
+}
+
+wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be 0, 0, 0, 0");
+
+successfullyParsed = true;
+</script>
+<script src="../../resources/js-test-post.js"></script>
+
+</body>
+</html>
+
Property changes on: conformance/attribs/gl-vertex-attrib-zero-issues.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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