| Index: conformance/draw-arrays-out-of-bounds.html
|
| ===================================================================
|
| --- conformance/draw-arrays-out-of-bounds.html (revision 106149)
|
| +++ conformance/draw-arrays-out-of-bounds.html (working copy)
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| @@ -1,133 +0,0 @@
|
| -<!--
|
| -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
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| -PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
|
| -CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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| -EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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| -PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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| -PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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| -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">
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| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
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| -<script src="../resources/js-test-pre.js"></script>
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| -<script src="resources/webgl-test.js"></script>
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| -</head>
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| -<body>
|
| -<div id="description"></div>
|
| -<div id="console"></div>
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| -
|
| -<script>
|
| -description("Test of drawArrays with out-of-bounds parameters");
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| -
|
| -var context = create3DContext();
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| -var program = loadStandardProgram(context);
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| -
|
| -context.useProgram(program);
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| -var vertexObject = context.createBuffer();
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| -context.bindBuffer(context.ARRAY_BUFFER, vertexObject);
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| -context.enableVertexAttribArray(0);
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| -
|
| -debug("Test empty buffer")
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| -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)");
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| -shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)");
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| -
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| -debug("")
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| -debug("Test buffer with 3 float vectors")
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| -context.bufferData(context.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), context.STATIC_DRAW);
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| -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)");
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| -shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)");
|
| -shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)");
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| -shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)");
|
| -shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)");
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| -shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)");
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| -
|
| -debug("")
|
| -debug("Test buffer with interleaved (3+2) float vectors")
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| -
|
| -var program2 = createProgram(context,
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| - "attribute vec3 aOne;" +
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| - "attribute vec2 aTwo;" +
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| - "void main() { gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); }",
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| - "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }",
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| - [ "aOne", "aTwo" ]);
|
| -if (!program2) {
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| - testFailed("failed to create test program");
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| -}
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| -
|
| -context.useProgram(program2);
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| -
|
| -var vbo = context.createBuffer();
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| -context.bindBuffer(context.ARRAY_BUFFER, vbo);
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| -// enough for 9 vertices, so 3 triangles
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| -context.bufferData(context.ARRAY_BUFFER, new Float32Array(9*5), context.STATIC_DRAW);
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| -
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| -// bind first 3 elements, with a stride of 5 float elements
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| -context.vertexAttribPointer(0, 3, context.FLOAT, false, 5*4, 0);
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| -// bind 2 elements, starting after the first 3; same stride of 5 float elements
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| -context.vertexAttribPointer(1, 2, context.FLOAT, false, 5*4, 3*4);
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| -
|
| -context.enableVertexAttribArray(0);
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| -context.enableVertexAttribArray(1);
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| -
|
| -shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 9)");
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| -
|
| -// 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)");
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| -
|
| -// values that could otherwise be valid but aren't due to bindings generate
|
| -// INVALID_OPERATION
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| -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>
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|
|