content/canvas/test/webgl-mochitest/test_no_arr_points.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-mochitest/test_no_arr_points.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,169 @@
     1.4 +<!DOCTYPE HTML>
     1.5 +<title>WebGL test: Drawing without attrib arrays</title>
     1.6 +<script src="/tests/SimpleTest/SimpleTest.js"></script>
     1.7 +<link rel="stylesheet" href="/tests/SimpleTest/test.css">
     1.8 +<script src="driver-info.js"></script>
     1.9 +<script src="webgl-util.js"></script>
    1.10 +<script id="vs-no-attrib" type="x-shader/x-vertex">
    1.11 +
    1.12 +void main(void) {
    1.13 +  gl_PointSize = 64.0;
    1.14 +  gl_Position = vec4(vec3(0.0), 1.0);
    1.15 +}
    1.16 +
    1.17 +</script>
    1.18 +<script id="vs-attrib" type="x-shader/x-vertex">
    1.19 +
    1.20 +attribute vec3 aPosition;
    1.21 +
    1.22 +void main(void) {
    1.23 +  gl_PointSize = 64.0;
    1.24 +  gl_Position = vec4(aPosition, 1.0);
    1.25 +}
    1.26 +
    1.27 +</script>
    1.28 +<script id="fs" type="x-shader/x-fragment">
    1.29 +
    1.30 +precision mediump float;
    1.31 +
    1.32 +void main(void) {
    1.33 +  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    1.34 +}
    1.35 +
    1.36 +</script>
    1.37 +<body>
    1.38 +<canvas id="c" width="64" height="64"></canvas>
    1.39 +<script>
    1.40 +
    1.41 +// Give ourselves a scope to return early from:
    1.42 +(function() {
    1.43 +  var gl = WebGLUtil.getWebGL('c');
    1.44 +  if (!gl) {
    1.45 +    todo(false, 'WebGL is unavailable.');
    1.46 +    return;
    1.47 +  }
    1.48 +
    1.49 +  function errorFunc(str) {
    1.50 +    ok(false, 'Error: ' + str);
    1.51 +  }
    1.52 +  WebGLUtil.setErrorFunc(errorFunc);
    1.53 +  WebGLUtil.setWarningFunc(errorFunc);
    1.54 +
    1.55 +  var attribProg   = WebGLUtil.createProgramByIds(gl, 'vs-attrib',    'fs');
    1.56 +  var noAttribProg = WebGLUtil.createProgramByIds(gl, 'vs-no-attrib', 'fs');
    1.57 +  if (!attribProg || !noAttribProg) {
    1.58 +    ok(false, 'Program linking should succeed.');
    1.59 +    return;
    1.60 +  }
    1.61 +
    1.62 +  attribProg.aPosition = gl.getAttribLocation(attribProg, "aPosition");
    1.63 +  ok(attribProg.aPosition >= 0, '`aPosition` should be valid.');
    1.64 +
    1.65 +  function isScreenBlack() {
    1.66 +    var pixels = gl.drawingBufferWidth * gl.drawingBufferHeight;
    1.67 +    var data = new Uint8Array(4 * pixels);
    1.68 +    gl.readPixels(0, 0,
    1.69 +                  gl.drawingBufferWidth, gl.drawingBufferHeight,
    1.70 +                  gl.RGBA, gl.UNSIGNED_BYTE,
    1.71 +                  data);
    1.72 +
    1.73 +    var accum = 0;
    1.74 +    for (var i = 0; i < pixels; i++) {
    1.75 +      accum += data[4*i + 0];
    1.76 +      accum += data[4*i + 1];
    1.77 +      accum += data[4*i + 2];
    1.78 +    }
    1.79 +
    1.80 +    return accum == 0;
    1.81 +  }
    1.82 +
    1.83 +  function checkGLError(func, info) {
    1.84 +    var error = gl.getError();
    1.85 +    func(!error, '[' + info + '] gl.getError should be 0, was 0x' + error.toString(16) + '.');
    1.86 +  }
    1.87 +
    1.88 +  function testDrawing(info) {
    1.89 +    var cruelNumber = 1024*1024;
    1.90 +    // Really, we should test for INT32_MAX-1 here, but we don't gracefully chunk these calls,
    1.91 +    // and so try to create a VBO of size INT32_MAX-1 to pretend that vert attrib 0 is an array.
    1.92 +    // (INT32_MAX-1 because we check that `first+count` is a valid GLsizei, which is int32_t)
    1.93 +    var UINT16_MAX  = 0xffff;
    1.94 +    var INT32_MAX   = 0x7fffffff;
    1.95 +    var UINT32_MAX  = 0xffffffff;
    1.96 +
    1.97 +    // `first` needs room for `first+count` <= sizeof(GLsizei) == INT32_MAX
    1.98 +    var hugeFirst = Math.min(cruelNumber, INT32_MAX-1);
    1.99 +    var hugeIndex = Math.min(cruelNumber, UINT32_MAX);
   1.100 +
   1.101 +    var indexType = gl.UNSIGNED_SHORT;
   1.102 +    var indexStride = 2;
   1.103 +    var indexArr = new Uint16Array([0, 1, Math.min(hugeIndex, UINT16_MAX)]);
   1.104 +    if (gl.getExtension('OES_element_index_uint')) {
   1.105 +      indexType = gl.UNSIGNED_INT;
   1.106 +      indexStride = 4;
   1.107 +      indexArr = new Uint32Array([0, 1, hugeIndex]);
   1.108 +    }
   1.109 +
   1.110 +    gl.clear(gl.COLOR_BUFFER_BIT);
   1.111 +    gl.drawArrays(gl.POINTS, 0, 1);
   1.112 +    ok(!isScreenBlack(), '[' + info + '] drawArrays should color pixels.');
   1.113 +
   1.114 +    gl.clear(gl.COLOR_BUFFER_BIT);
   1.115 +    gl.drawArrays(gl.POINTS, hugeFirst, 1);
   1.116 +    ok(!isScreenBlack(), '[' + info + '] drawArrays[huge first] should color pixels.');
   1.117 +
   1.118 +    checkGLError(ok, info);
   1.119 +
   1.120 +    var elemTestFunc = todo; // We fail on most implementations.
   1.121 +    var checkGLTestFunc = todo;
   1.122 +    if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANGLE ||
   1.123 +        DriverInfo.getOS() == DriverInfo.OS.ANDROID)
   1.124 +    {
   1.125 +      // ANGLE and Android slaves seem to work fine.
   1.126 +      elemTestFunc = ok;
   1.127 +      checkGLTestFunc = ok;
   1.128 +    }
   1.129 +    if (DriverInfo.getDriver() == DriverInfo.DRIVER.ANDROID_X86_EMULATOR ||
   1.130 +        DriverInfo.getOS() == DriverInfo.OS.B2G)
   1.131 +    {
   1.132 +      // ...but the Android 4.2 x86 emulator environment is different
   1.133 +      elemTestFunc = todo;
   1.134 +      checkGLTestFunc = ok;
   1.135 +    }
   1.136 +
   1.137 +    // Now for drawElements:
   1.138 +    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
   1.139 +    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW);
   1.140 +
   1.141 +    gl.clear(gl.COLOR_BUFFER_BIT);
   1.142 +    gl.drawElements(gl.POINTS, 1, indexType, 0);
   1.143 +    elemTestFunc(!isScreenBlack(), '[' + info + '] drawElements[0] should color pixels.');
   1.144 +
   1.145 +    gl.clear(gl.COLOR_BUFFER_BIT);
   1.146 +    gl.drawElements(gl.POINTS, 1, indexType, 1*indexStride);
   1.147 +    elemTestFunc(!isScreenBlack(), '[' + info + '] drawElements[1] should color pixels.');
   1.148 +
   1.149 +    gl.clear(gl.COLOR_BUFFER_BIT);
   1.150 +    gl.drawElements(gl.POINTS, 1, indexType, 2*indexStride);
   1.151 +    elemTestFunc(!isScreenBlack(), '[' + info + '] drawElements[huge offset] should color pixels.');
   1.152 +
   1.153 +    checkGLError(checkGLTestFunc, info);
   1.154 +  }
   1.155 +
   1.156 +  // Begin drawing
   1.157 +  gl.clearColor(0.0, 0.0, 0.0, 1.0);
   1.158 +  gl.disable(gl.DEPTH_TEST);
   1.159 +
   1.160 +  // No-attrib prog:
   1.161 +  gl.useProgram(noAttribProg);
   1.162 +  testDrawing('no-attrib');
   1.163 +
   1.164 +  // One-attrib, no-array prog:
   1.165 +  gl.useProgram(attribProg);
   1.166 +  gl.disableVertexAttribArray(attribProg.aPosition);
   1.167 +  gl.vertexAttrib3fv(attribProg.aPosition, [0.0, 0.0, 0.0]);
   1.168 +  testDrawing('one-attrib, no-array');
   1.169 +})();
   1.170 +
   1.171 +</script>
   1.172 +

mercurial