Index: conformance/rendering/draw-arrays-out-of-bounds.html |
=================================================================== |
--- conformance/rendering/draw-arrays-out-of-bounds.html (revision 0) |
+++ conformance/rendering/draw-arrays-out-of-bounds.html (revision 0) |
@@ -0,0 +1,133 @@ |
+<!-- |
+Copyright (C) 2011 Apple Computer, Inc. All rights reserved. |
+ |
+Redistribution and use in source and binary forms, with or without |
+modification, are permitted provided that the following conditions |
+are met: |
+1. Redistributions of source code must retain the above copyright |
+ notice, this list of conditions and the following disclaimer. |
+2. Redistributions in binary form must reproduce the above copyright |
+ notice, this list of conditions and the following disclaimer in the |
+ documentation and/or other materials provided with the distribution. |
+ |
+THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
+EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
+PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
+CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
+OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
+--> |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/js-test-pre.js"></script> |
+<script src="../resources/webgl-test.js"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+ |
+<script> |
+description("Test of drawArrays with out-of-bounds parameters"); |
+ |
+var context = create3DContext(); |
+var program = loadStandardProgram(context); |
+ |
+context.useProgram(program); |
+var vertexObject = context.createBuffer(); |
+context.bindBuffer(context.ARRAY_BUFFER, vertexObject); |
+context.enableVertexAttribArray(0); |
+ |
+debug("Test empty buffer") |
+context.bufferData(context.ARRAY_BUFFER, new Float32Array([ ]), context.STATIC_DRAW); |
+context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 1)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 1, 0)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
+ |
+debug("") |
+debug("Test buffer with 3 float vectors") |
+context.bufferData(context.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), context.STATIC_DRAW); |
+context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 3)"); |
+shouldGenerateGLError(context, context.INVALID_ENUM, "context.drawArrays(0x0009, 0, 3)"); // GL_POLYGON |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 3, 2)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
+ |
+debug("") |
+debug("Test buffer with interleaved (3+2) float vectors") |
+ |
+var program2 = createProgram(context, |
+ "attribute vec3 aOne;" + |
+ "attribute vec2 aTwo;" + |
+ "void main() { gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); }", |
+ "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }", |
+ [ "aOne", "aTwo" ]); |
+if (!program2) { |
+ testFailed("failed to create test program"); |
+} |
+ |
+context.useProgram(program2); |
+ |
+var vbo = context.createBuffer(); |
+context.bindBuffer(context.ARRAY_BUFFER, vbo); |
+// enough for 9 vertices, so 3 triangles |
+context.bufferData(context.ARRAY_BUFFER, new Float32Array(9*5), context.STATIC_DRAW); |
+ |
+// bind first 3 elements, with a stride of 5 float elements |
+context.vertexAttribPointer(0, 3, context.FLOAT, false, 5*4, 0); |
+// bind 2 elements, starting after the first 3; same stride of 5 float elements |
+context.vertexAttribPointer(1, 2, context.FLOAT, false, 5*4, 3*4); |
+ |
+context.enableVertexAttribArray(0); |
+context.enableVertexAttribArray(1); |
+ |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 9)"); |
+ |
+// negative values must generate INVALID_VALUE; they can never be valid |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -500)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, 1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, -500)"); |
+ |
+// 0xffffffff needs to convert to a 'long' IDL argument as -1, as per |
+// WebIDL 4.1.7. JS ToInt32(0xffffffff) == -1, which is the first step |
+// of the conversion. Thus INVALID_VALUE. |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, 0xffffffff)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 0xffffffff)"); |
+ |
+// values that could otherwise be valid but aren't due to bindings generate |
+// INVALID_OPERATION |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 200)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 0x7fffffff)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 1)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 0x7fffffff)"); |
+ |
+debug("") |
+successfullyParsed = true; |
+</script> |
+ |
+<script src="../../resources/js-test-post.js"></script> |
+</body> |
+</html> |
Property changes on: conformance/rendering/draw-arrays-out-of-bounds.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |