| Index: conformance/more/functions/drawArraysOutOfBounds.html
|
| ===================================================================
|
| --- conformance/more/functions/drawArraysOutOfBounds.html (revision 106149)
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| +++ conformance/more/functions/drawArraysOutOfBounds.html (working copy)
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| @@ -1,305 +0,0 @@
|
| -<!DOCTYPE html>
|
| -<html><head>
|
| -<meta charset="utf-8">
|
| -<!--
|
| -Tests for the OpenGL ES 2.0 HTML Canvas context
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| -
|
| -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,
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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
|
| -OTHER DEALINGS IN THE SOFTWARE.
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| -
|
| --->
|
| -<link rel="stylesheet" type="text/css" href="../unit.css" />
|
| -<script type="application/x-javascript" src="../unit.js"></script>
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| -<script type="application/x-javascript" src="../util.js"></script>
|
| -<script type="application/x-javascript">
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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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| -
|
| -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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| -
|
| -Tests.setup = function(gl, prog, v,n,t) {
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| - return [gl, prog, v,n,t];
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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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| -
|
| -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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| -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);});
|
| - vbo.destroy();
|
| -}
|
| -
|
| -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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| -
|
| -</script>
|
| -<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>
|
| -<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>
|
| -
|
| -
|
| -<style>canvas{ position:absolute; }</style>
|
| -</head><body>
|
| - <canvas id="gl" width="1" height="1"></canvas>
|
| -</body></html>
|
|
|