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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
found in the LICENSE.txt file.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Uint element indices Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script id="vs" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 color;
void main() {
gl_Position = vPosition;
color = vColor;
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
varying vec4 color;
void main() {
gl_FragColor = color;
}
</script>
<script id="vsCheckOutOfBounds" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 position;
attribute vec4 vecRandom;
varying vec4 v_color;
// Per the spec, each component can either contain existing contents
// of the buffer or 0.
bool testFloatComponent(float component) {
return (component == 0.2 || component == 0.0);
}
// The last component is additionally allowed to be 1.0.
bool testLastFloatComponent(float component) {
return testFloatComponent(component) || component == 1.0;
}
void main() {
if (testFloatComponent(vecRandom.x) &&
testFloatComponent(vecRandom.y) &&
testFloatComponent(vecRandom.z) &&
testLastFloatComponent(vecRandom.w)) {
v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- Out of range
} else {
v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value
}
gl_Position = vec4(position, 0.0, 1.0);
}
</script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("This test verifies the functionality of the Uint element indices.");
debug("");
var wtu = WebGLTestUtils;
var gl = null;
var canvas = null;
// Test both STATIC_DRAW and DYNAMIC_DRAW as a regression test
// for a bug in ANGLE which has since been fixed.
for (var ii = 0; ii < 2; ++ii) {
canvas = document.createElement("canvas");
canvas.width = 50;
canvas.height = 50;
gl = wtu.create3DContext(canvas, null, 2);
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
var drawType = (ii == 0) ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;
debug("Testing " + ((ii == 0) ? "STATIC_DRAW" : "DYNAMIC_DRAW"));
runDrawTests(drawType);
// These tests are tweaked duplicates of the buffers/index-validation* tests
// using unsigned int indices to ensure that behavior remains consistent
runIndexValidationTests(drawType);
runIndexOutOfRangeTests(drawType);
runResizedBufferTests(drawType);
runCrashWithBufferSubDataTests(drawType);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
}
function runDrawTests(drawType) {
debug("Test that draws with unsigned integer indices produce the expected results");
canvas.width = 50; canvas.height = 50;
gl.viewport(0, 0, canvas.width, canvas.height);
var program = wtu.setupNoTexCoordTextureProgram(gl);
function setupDraw(s) {
// Create a vertex buffer that cannot be fully indexed via shorts
var quadArrayLen = 65537 * 3;
var quadArray = new Float32Array(quadArrayLen);
// Leave all but the last 4 values zero-ed out
var idx = quadArrayLen - 12;
// Initialized the last 4 values to a quad
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = 0.0;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = 0.0;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = 0.0;
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = 0.0;
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, quadArray, drawType);
// Create an unsigned int index buffer that indexes the last 4 vertices
var baseIndex = (quadArrayLen / 3) - 4;
var indexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([
baseIndex + 0,
baseIndex + 1,
baseIndex + 2,
baseIndex + 2,
baseIndex + 3,
baseIndex + 0]), drawType);
var opt_positionLocation = 0;
gl.enableVertexAttribArray(opt_positionLocation);
gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
};
function readLocation(x, y) {
var pixels = new Uint8Array(1 * 1 * 4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
return pixels;
};
function testPixel(blockList, allowList) {
function testList(list, expected) {
for (var n = 0; n < list.length; n++) {
var l = list[n];
var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2;
var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2;
var source = readLocation(x, y);
if (Math.abs(source[0] - expected) > 2) {
return false;
}
}
return true;
}
return testList(blockList, 0) && testList(allowList, 255);
};
function verifyDraw(drawNumber, s) {
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
var blockList = [];
var allowList = [];
var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0];
for (var n = 0; n < points.length; n++) {
if (points[n] <= s) {
blockList.push(points[n]);
} else {
allowList.push(points[n]);
}
}
if (testPixel(blockList, allowList)) {
testPassed("Draw " + drawNumber + " passed pixel test");
} else {
testFailed("Draw " + drawNumber + " failed pixel test");
}
};
setupDraw(0.5);
verifyDraw(0, 0.5);
}
function runIndexValidationTests(drawType) {
description("Tests that index validation verifies the correct number of indices");
function sizeInBytes(type) {
switch (type) {
case gl.BYTE:
case gl.UNSIGNED_BYTE:
return 1;
case gl.SHORT:
case gl.UNSIGNED_SHORT:
return 2;
case gl.INT:
case gl.UNSIGNED_INT:
case gl.FLOAT:
return 4;
default:
throw "unknown type";
}
}
var program = wtu.loadStandardProgram(gl);
// 3 vertices => 1 triangle, interleaved data
var dataComplete = new Float32Array([0, 0, 0, 1,
0, 0, 1,
1, 0, 0, 1,
0, 0, 1,
1, 1, 1, 1,
0, 0, 1]);
var dataIncomplete = new Float32Array([0, 0, 0, 1,
0, 0, 1,
1, 0, 0, 1,
0, 0, 1,
1, 1, 1, 1]);
var indices = new Uint32Array([0, 1, 2]);
debug("Testing with valid indices");
var bufferComplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete);
gl.bufferData(gl.ARRAY_BUFFER, dataComplete, drawType);
var elements = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType);
gl.useProgram(program);
var vertexLoc = gl.getAttribLocation(program, "a_vertex");
var normalLoc = gl.getAttribLocation(program, "a_normal");
gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0);
gl.enableVertexAttribArray(vertexLoc);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
gl.enableVertexAttribArray(normalLoc);
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var bufferIncomplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, drawType);
gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0);
gl.enableVertexAttribArray(vertexLoc);
gl.disableVertexAttribArray(normalLoc);
debug("Enable vertices, valid");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
debug("Test with enabled attribute that does not belong to current program");
gl.disableVertexAttribArray(normalLoc);
var extraLoc = Math.max(vertexLoc, normalLoc) + 1;
gl.enableVertexAttribArray(extraLoc);
debug("Enable an extra attribute with null");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION);
debug("Enable an extra attribute with insufficient data buffer");
gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
debug("Pass large negative index to vertexAttribPointer");
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), -2000000000 * sizeInBytes(gl.FLOAT));
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
}
function runIndexOutOfRangeTests(drawType) {
debug("Testing with out-of-range indices");
var bufferPos = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferPos);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0]), drawType);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
var bufferIncomplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2]), drawType);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup successfully");
var indices = new Uint32Array([0, 1, 2, 0, 2, 3]);
var elements = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType);
gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
var error = gl.getError();
if (error === gl.INVALID_OPERATION) {
testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
wtu.checkCanvas(gl, [0, 0, 255, 255]);
} else if (error === gl.NO_ERROR) {
testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
wtu.checkCanvas(gl, [0, 255, 0, 255]);
} else {
testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR");
}
debug("Test that client data is always copied during bufferData and bufferSubData calls");
indices[5] = 1;
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
var error = gl.getError();
if (error === gl.INVALID_OPERATION) {
testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
wtu.checkCanvas(gl, [0, 0, 255, 255]);
} else if (error === gl.NO_ERROR) {
testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
wtu.checkCanvas(gl, [0, 255, 0, 255]);
} else {
testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR");
}
}
function runResizedBufferTests(drawType) {
debug("Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.");
var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
[-1,1,0, 1,1,0, -1,-1,0,
-1,-1,0, 1,1,0, 1,-1,0]), drawType);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
var texCoordObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
[0,0, 1,0, 0,1,
0,1, 1,0, 1,1]), drawType);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
// Now resize these buffers because we want to change what we're drawing.
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
-1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), drawType);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255]), drawType);
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
var numQuads = 2;
var indices = new Uint32Array(numQuads * 6);
for (var ii = 0; ii < numQuads; ++ii) {
var offset = ii * 6;
var quad = (ii == (numQuads - 1)) ? 4 : 0;
indices[offset + 0] = quad + 0;
indices[offset + 1] = quad + 1;
indices[offset + 2] = quad + 2;
indices[offset + 3] = quad + 2;
indices[offset + 4] = quad + 1;
indices[offset + 5] = quad + 3;
}
var indexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, drawType);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_INT, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
}
function runCrashWithBufferSubDataTests(drawType) {
debug('Verifies that the index validation code which is within bufferSubData does not crash.')
var elementBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 256, drawType);
var data = new Uint32Array(127);
gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 64, data);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "after attempting to update a buffer outside of the allocated bounds");
testPassed("bufferSubData, when buffer object was initialized with null, did not crash");
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>