content/canvas/test/webgl-conformance/conformance/attribs/gl-vertexattribpointer.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/conformance/attribs/gl-vertexattribpointer.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,133 @@
     1.4 +<!--
     1.5 +Copyright (c) 2011 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 + -->
     1.9 +<!DOCTYPE html>
    1.10 +<html>
    1.11 +<head>
    1.12 +<meta charset="utf-8">
    1.13 +<title>WebGL vertexAttribPointer Conformance Tests</title>
    1.14 +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
    1.15 +<script src="../../resources/desktop-gl-constants.js" type="text/javascript"></script>
    1.16 +<script src="../../resources/js-test-pre.js"></script>
    1.17 +<script src="../resources/webgl-test.js"></script>
    1.18 +<script src="../resources/webgl-test-utils.js"></script>
    1.19 +</head>
    1.20 +<body>
    1.21 +<div id="description"></div>
    1.22 +<div id="console"></div>
    1.23 +<canvas id="canvas" width="2" height="2"> </canvas>
    1.24 +<script>
    1.25 +description("This test checks vertexAttribPointer behaviors in WebGL.");
    1.26 +
    1.27 +debug("");
    1.28 +debug("Canvas.getContext");
    1.29 +
    1.30 +var wtu = WebGLTestUtils;
    1.31 +var gl = create3DContext(document.getElementById("canvas"));
    1.32 +if (!gl) {
    1.33 +  testFailed("context does not exist");
    1.34 +} else {
    1.35 +  testPassed("context exists");
    1.36 +
    1.37 +  debug("");
    1.38 +  debug("Checking gl.vertexAttribPointer.");
    1.39 +
    1.40 +  if (!gl.FIXED) {
    1.41 +    gl.FIXED = 0x140C;
    1.42 +  }
    1.43 +
    1.44 +  gl.vertexAttribPointer(0, 3, gl.FLOAT, 0, 0, 12);
    1.45 +  glErrorShouldBe(gl, gl.INVALID_OPERATION,
    1.46 +      "vertexAttribPointer should fail if no buffer is bound");
    1.47 +
    1.48 +  var vertexObject = gl.createBuffer();
    1.49 +  gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    1.50 +  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(0), gl.STATIC_DRAW);
    1.51 +
    1.52 +  gl.vertexAttribPointer(0, 1, gl.INT, 0, 0, 0);
    1.53 +  glErrorShouldBe(gl, gl.INVALID_ENUM,
    1.54 +      "vertexAttribPointer should not support INT");
    1.55 +  gl.vertexAttribPointer(0, 1, gl.UNSIGNED_INT, 0, 0, 0);
    1.56 +  glErrorShouldBe(gl, gl.INVALID_ENUM,
    1.57 +      "vertexAttribPointer should not support UNSIGNED_INT");
    1.58 +  gl.vertexAttribPointer(0, 1, gl.FIXED, 0, 0, 0);
    1.59 +  glErrorShouldBe(gl, gl.INVALID_ENUM,
    1.60 +      "vertexAttribPointer should not support FIXED");
    1.61 +
    1.62 +  function checkVertexAttribPointer(
    1.63 +      gl, err, reason, size, type, normalize, stride, offset) {
    1.64 +    gl.vertexAttribPointer(0, size, type, normalize, stride, offset);
    1.65 +    glErrorShouldBe(gl, err,
    1.66 +        "gl.vertexAttribPointer(0, " + size +
    1.67 +        ", gl." + wtu.glEnumToString(gl, type) +
    1.68 +        ", " + normalize +
    1.69 +        ", " + stride +
    1.70 +        ", " + offset +
    1.71 +        ") should " + (err == gl.NO_ERROR ? "succeed " : "fail ") + reason);
    1.72 +  }
    1.73 +
    1.74 +  var types = [
    1.75 +    { type:gl.BYTE,           bytesPerComponent: 1 },
    1.76 +    { type:gl.UNSIGNED_BYTE,  bytesPerComponent: 1 },
    1.77 +    { type:gl.SHORT,          bytesPerComponent: 2 },
    1.78 +    { type:gl.UNSIGNED_SHORT, bytesPerComponent: 2 },
    1.79 +    { type:gl.FLOAT,          bytesPerComponent: 4 },
    1.80 +  ];
    1.81 +
    1.82 +  for (var ii = 0; ii < types.length; ++ii) {
    1.83 +    var info = types[ii];
    1.84 +    debug("");
    1.85 +    for (var size = 1; size <= 4; ++size) {
    1.86 +      debug("");
    1.87 +      debug("checking: " + wtu.glEnumToString(gl, info.type) + " with size " + size);
    1.88 +      var bytesPerElement = size * info.bytesPerComponent;
    1.89 +      var offsetSet = [
    1.90 +          0,
    1.91 +          1,
    1.92 +          info.bytesPerComponent - 1,
    1.93 +          info.bytesPerComponent,
    1.94 +          info.bytesPerComponent + 1,
    1.95 +          info.bytesPerComponent * 2];
    1.96 +      for (var jj = 0; jj < offsetSet.length; ++jj) {
    1.97 +        var offset = offsetSet[jj];
    1.98 +        for (var kk = 0; kk < offsetSet.length; ++kk) {
    1.99 +          var stride = offsetSet[kk];
   1.100 +          var err = gl.NO_ERROR;
   1.101 +          var reason = ""
   1.102 +          if (offset % info.bytesPerComponent != 0) {
   1.103 +            reason = "because offset is bad";
   1.104 +            err = gl.INVALID_OPERATION;
   1.105 +          }
   1.106 +          if (stride % info.bytesPerComponent != 0) {
   1.107 +            reason = "because stride is bad";
   1.108 +            err = gl.INVALID_OPERATION;
   1.109 +          }
   1.110 +          checkVertexAttribPointer(
   1.111 +              gl, err, reason, size, info.type, false, stride, offset);
   1.112 +        }
   1.113 +        var stride = Math.floor(255 / info.bytesPerComponent) * info.bytesPerComponent;
   1.114 +
   1.115 +        if (offset == 0) {
   1.116 +          checkVertexAttribPointer(
   1.117 +              gl, gl.NO_ERROR, "at stride limit",
   1.118 +              size, info.type, false, stride, offset);
   1.119 +          checkVertexAttribPointer(
   1.120 +              gl, gl.INVALID_VALUE, "over stride limit",
   1.121 +              size, info.type, false,
   1.122 +              stride + info.bytesPerComponent, offset);
   1.123 +        }
   1.124 +      }
   1.125 +    }
   1.126 +  }
   1.127 +}
   1.128 +
   1.129 +debug("");
   1.130 +successfullyParsed = true;
   1.131 +
   1.132 +</script>
   1.133 +<script>finishTest();</script>
   1.134 +
   1.135 +</body>
   1.136 +</html>

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