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1 <!-- |
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2 Copyright (C) 2011 Apple Computer, Inc. All rights reserved. |
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3 |
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4 Redistribution and use in source and binary forms, with or without |
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5 modification, are permitted provided that the following conditions |
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6 are met: |
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7 1. Redistributions of source code must retain the above copyright |
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8 notice, this list of conditions and the following disclaimer. |
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9 2. Redistributions in binary form must reproduce the above copyright |
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10 notice, this list of conditions and the following disclaimer in the |
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11 documentation and/or other materials provided with the distribution. |
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12 |
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13 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
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14 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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15 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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16 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
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17 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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18 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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19 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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20 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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21 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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22 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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23 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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24 --> |
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25 <!DOCTYPE html> |
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26 <html> |
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27 <head> |
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28 <meta charset="utf-8"> |
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29 <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
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30 <script src="../../resources/js-test-pre.js"></script> |
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31 <script src="../resources/webgl-test.js"></script> |
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32 </head> |
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33 <body> |
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34 <div id="description"></div> |
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35 <div id="console"></div> |
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36 |
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37 <script> |
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38 description("Test of drawArrays with out-of-bounds parameters"); |
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39 |
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40 var context = create3DContext(); |
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41 var program = loadStandardProgram(context); |
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42 |
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43 context.useProgram(program); |
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44 var vertexObject = context.createBuffer(); |
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45 context.bindBuffer(context.ARRAY_BUFFER, vertexObject); |
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46 context.enableVertexAttribArray(0); |
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47 |
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48 debug("Test empty buffer") |
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49 context.bufferData(context.ARRAY_BUFFER, new Float32Array([ ]), context.STATIC_DRAW); |
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50 context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
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51 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 1)"); |
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52 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
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53 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
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54 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
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55 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 1, 0)"); |
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56 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
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57 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
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58 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
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59 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
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60 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
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61 |
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62 debug("") |
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63 debug("Test buffer with 3 float vectors") |
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64 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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65 context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
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66 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 3)"); |
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67 shouldGenerateGLError(context, context.INVALID_ENUM, "context.drawArrays(0x0009, 0, 3)"); // GL_POLYGON |
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68 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 3, 2)"); |
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69 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
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70 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
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71 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
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72 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
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73 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
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74 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
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75 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
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76 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
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77 |
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78 debug("") |
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79 debug("Test buffer with interleaved (3+2) float vectors") |
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80 |
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81 var program2 = createProgram(context, |
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82 "attribute vec3 aOne;" + |
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83 "attribute vec2 aTwo;" + |
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84 "void main() { gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); }", |
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85 "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }", |
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86 [ "aOne", "aTwo" ]); |
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87 if (!program2) { |
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88 testFailed("failed to create test program"); |
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89 } |
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90 |
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91 context.useProgram(program2); |
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92 |
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93 var vbo = context.createBuffer(); |
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94 context.bindBuffer(context.ARRAY_BUFFER, vbo); |
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95 // enough for 9 vertices, so 3 triangles |
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96 context.bufferData(context.ARRAY_BUFFER, new Float32Array(9*5), context.STATIC_DRAW); |
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97 |
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98 // bind first 3 elements, with a stride of 5 float elements |
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99 context.vertexAttribPointer(0, 3, context.FLOAT, false, 5*4, 0); |
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100 // bind 2 elements, starting after the first 3; same stride of 5 float elements |
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101 context.vertexAttribPointer(1, 2, context.FLOAT, false, 5*4, 3*4); |
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102 |
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103 context.enableVertexAttribArray(0); |
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104 context.enableVertexAttribArray(1); |
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105 |
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106 shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 9)"); |
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107 |
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108 // negative values must generate INVALID_VALUE; they can never be valid |
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109 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -500)"); |
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110 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, 1)"); |
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111 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, -500)"); |
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112 |
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113 // 0xffffffff needs to convert to a 'long' IDL argument as -1, as per |
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114 // WebIDL 4.1.7. JS ToInt32(0xffffffff) == -1, which is the first step |
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115 // of the conversion. Thus INVALID_VALUE. |
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116 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, 0xffffffff)"); |
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117 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 1)"); |
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118 shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 0xffffffff)"); |
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119 |
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120 // values that could otherwise be valid but aren't due to bindings generate |
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121 // INVALID_OPERATION |
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122 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 200)"); |
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123 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 0x7fffffff)"); |
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124 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 1)"); |
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125 shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 0x7fffffff)"); |
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126 |
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127 debug("") |
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128 successfullyParsed = true; |
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129 </script> |
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130 |
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131 <script>finishTest();</script> |
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132 </body> |
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133 </html> |