content/canvas/test/webgl-conformance/conformance/rendering/more-than-65536-indices.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/rendering/more-than-65536-indices.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,94 @@
     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 More than 65536 indices.</title>
    1.14 +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
    1.15 +<script src="../../resources/js-test-pre.js"></script>
    1.16 +<script src="../resources/webgl-test.js"> </script>
    1.17 +<script src="../resources/webgl-test-utils.js"> </script>
    1.18 +</head>
    1.19 +<body>
    1.20 +<canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
    1.21 +<div id="description"></div>
    1.22 +<div id="console"></div>
    1.23 +<script id="vs" type="text/something-not-javascript">
    1.24 +attribute vec4 vPosition;
    1.25 +attribute vec4 vColor;
    1.26 +varying vec4 color;
    1.27 +void main() {
    1.28 +    gl_Position = vPosition;
    1.29 +    color = vColor;
    1.30 +}
    1.31 +</script>
    1.32 +<script id="fs" type="text/something-not-javascript">
    1.33 +precision mediump float;
    1.34 +varying vec4 color;
    1.35 +void main() {
    1.36 +    gl_FragColor = color;
    1.37 +}
    1.38 +</script>
    1.39 +<script>
    1.40 +description("checks that rendering with more than 65536 indices works.");
    1.41 +var wtu = WebGLTestUtils;
    1.42 +// The antialias:false context creation attribute is a concession to some older and buggier drivers.
    1.43 +var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1, { antialias: false });
    1.44 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL");
    1.45 +var bufferObjects = wtu.setupUnitQuad(gl, 0, 1);
    1.46 +gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[0]);
    1.47 +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    1.48 +      -1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
    1.49 +      -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
    1.50 +gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[1]);
    1.51 +gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
    1.52 +      255, 0, 0, 255,
    1.53 +      255, 0, 0, 255,
    1.54 +      255, 0, 0, 255,
    1.55 +      255, 0, 0, 255,
    1.56 +      0, 255, 0, 255,
    1.57 +      0, 255, 0, 255,
    1.58 +      0, 255, 0, 255,
    1.59 +      0, 255, 0, 255]), gl.STATIC_DRAW);
    1.60 +gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
    1.61 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
    1.62 +gl.enable(gl.BLEND);
    1.63 +gl.disable(gl.DEPTH_TEST);
    1.64 +
    1.65 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
    1.66 +var numQuads = Math.floor(65536 / 6) + 2;
    1.67 +debug("numQuads: " + numQuads);
    1.68 +debug("numPoints: " + numQuads * 6);
    1.69 +var indexBuf = new ArrayBuffer(numQuads * 6);
    1.70 +var indices = new Uint8Array(indexBuf);
    1.71 +for (var ii = 0; ii < numQuads; ++ii) {
    1.72 +  var offset = ii * 6;
    1.73 +  var quad = (ii == (numQuads - 1)) ? 4 : 0;
    1.74 +  indices[offset + 0] = quad + 0;
    1.75 +  indices[offset + 1] = quad + 1;
    1.76 +  indices[offset + 2] = quad + 2;
    1.77 +  indices[offset + 3] = quad + 2;
    1.78 +  indices[offset + 4] = quad + 1;
    1.79 +  indices[offset + 5] = quad + 3;
    1.80 +}
    1.81 +var indexBuffer = gl.createBuffer();
    1.82 +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    1.83 +gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    1.84 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
    1.85 +gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
    1.86 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
    1.87 +wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green.");
    1.88 +
    1.89 +successfullyParsed = true;
    1.90 +</script>
    1.91 +
    1.92 +<script>finishTest();</script>
    1.93 +
    1.94 +</body>
    1.95 +</html>
    1.96 +
    1.97 +

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