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Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
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<script>
"use strict";
description("Test bufferData/bufferSubData with or without ArrayBuffer input");
debug('Regression test for <a href="https://bugs.webkit.org/show_bug.cgi?id=41884">https://bugs.webkit.org/show_bug.cgi?id=41884</a> : <code>Implement bufferData and bufferSubData with ArrayBuffer as input</code>');
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext();
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
bufferDataTest();
bufferDataSizesTest();
bufferSubDataTest();
}
function bufferDataTest() {
debug("");
debug("Test bufferData without ArrayBuffer input");
var buf = gl.createBuffer();
shouldBeNonNull(buf);
gl.bufferData(gl.ARRAY_BUFFER, 4, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "no buffer bound");
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
gl.bufferData(gl.ARRAY_BUFFER, -4, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling bufferData when buffer size is negative should generate INVALID_VALUE");
gl.bufferData(gl.ARRAY_BUFFER, null, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling bufferData when BufferDataSource is null should generate INVALID_VALUE");
gl.bufferData(gl.ARRAY_BUFFER, undefined, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling bufferData when BufferDataSource is undefined should generate INVALID_VALUE");
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
function bufferDataSizesTest() {
debug("");
debug("Test bufferData overloads");
// bufferData has an integer overload and an ArrayBuffer overload.
// Per the WebIDL spec, the overload resolution algorithm should resolve types as follows:
// - If the argument is null or undefined, pick the nullable type, which is ArrayBuffer.
// Per the WebGL spec, null should flag INVALID_VALUE.
// - If the argument is an ArrayBuffer, then pick the ArrayBuffer overload
// - Everything else should pick the numeric overload. This means things like objects, strings,
// floating point numbers, arrays of numbers and strings, etc should convert themselves to a number.
var bufferDataParams = [
{ parameter: 0, expectedBufferSize: 0 },
{ parameter: 4, expectedBufferSize: 4 },
{ parameter: 5.1, expectedBufferSize: 5 },
{ parameter: 5.8, expectedBufferSize: 5 },
{ parameter: 5.5, expectedBufferSize: 5 },
{ parameter: "4", expectedBufferSize: 4 },
{ parameter: "5.1", expectedBufferSize: 5 },
{ parameter: "5.8", expectedBufferSize: 5 },
{ parameter: "5.5", expectedBufferSize: 5 },
{ parameter: "0", expectedBufferSize: 0 },
{ parameter: [42, 64], expectedBufferSize: 0 },
{ parameter: [42], expectedBufferSize: 42 },
{ parameter: ["42"], expectedBufferSize: 42 },
{ parameter: ["42", "64"], expectedBufferSize: 0 },
{ parameter: new ArrayBuffer(0), expectedBufferSize: 0 },
{ parameter: new ArrayBuffer(4), expectedBufferSize: 4 },
{ parameter: new Uint8Array(new ArrayBuffer(5)), expectedBufferSize: 5 },
{ parameter: new DataView(new ArrayBuffer(7)), expectedBufferSize: 7 },
{ parameter: "WebGL Rocks!", expectedBufferSize: 0 },
{ parameter: { mystring: "WebGL Rocks!" }, expectedBufferSize: 0 },
];
if (window.SharedArrayBuffer) {
bufferDataParams.push(
{ parameter: new SharedArrayBuffer(3), expectedBufferSize: 3 },
{ parameter: new Uint8Array(new SharedArrayBuffer(6)), expectedBufferSize: 6 },
{ parameter: new DataView(new SharedArrayBuffer(8)), expectedBufferSize: 8 }
);
}
bufferDataParams.forEach(function (bufferDataParam) {
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, bufferDataParam.parameter, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Passing " + bufferDataParam.parameter + " to bufferData");
shouldEvaluateTo("gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)", bufferDataParam.expectedBufferSize);
});
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
function bufferSubDataTest() {
debug("");
debug("Test bufferSubData");
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new ArrayBuffer(1));
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "Calling bufferSubData before bufferData should fail");
gl.bufferData(gl.ARRAY_BUFFER, 128, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var array = new ArrayBuffer(64);
gl.bufferSubData(gl.ARRAY_BUFFER, -10, array);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling bufferSubData with ArrayBuffer when offset is negative should INVALID_VALUE");
gl.bufferSubData(gl.ARRAY_BUFFER, 65, array);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "buffer overflow");
gl.bufferSubData(gl.ARRAY_BUFFER, -10, new Float32Array(8));
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling bufferSubData with ArrayBufferView when offset is negative should generate INVALID_VALUE");
gl.bufferSubData(gl.ARRAY_BUFFER, 10, array);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling bufferSubData with ArrayBuffer should succeed");
gl.bufferSubData(gl.ARRAY_BUFFER, 10, new Float32Array(0));
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling bufferSubData with zero-sized ArrayBufferView should succeed");
// Arguments that are not ArrayBuffers, null or undefined should throw a TypeError exception
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 0, 42);");
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 0, 5.5);");
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 0, \"5.5\");");
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 0, [4]);");
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 0, { mynumber: 42});");
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 10, null)");
shouldThrow("gl.bufferSubData(gl.ARRAY_BUFFER, 10, undefined)");
if (window.SharedArrayBuffer) {
const validDatas = [
'new SharedArrayBuffer(3)',
'new Uint8Array(new SharedArrayBuffer(3))',
'new DataView(new SharedArrayBuffer(3))',
];
for (const x of validDatas) {
shouldNotThrow(`gl.bufferSubData(gl.ARRAY_BUFFER, 0, ${x})`);
}
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should generate no GL error");
// -
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new ArrayBuffer(0));
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
"Calling bufferSubData with empty ArrayBuffer and null WebGLBuffer should fail");
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new ArrayBuffer(0));
wtu.glErrorShouldBe(gl, 0,
"Calling bufferSubData with empty ArrayBuffer and non-null WebGLBuffer should succeed");
// -
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}
var successfullyParsed = true;
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