content/canvas/test/webgl-conformance/conformance/rendering/more-than-65536-indices.html

Wed, 31 Dec 2014 13:27:57 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 13:27:57 +0100
branch
TOR_BUG_3246
changeset 6
8bccb770b82d
permissions
-rw-r--r--

Ignore runtime configuration files generated during quality assurance.

     1 <!--
     2 Copyright (c) 2011 The Chromium Authors. All rights reserved.
     3 Use of this source code is governed by a BSD-style license that can be
     4 found in the LICENSE file.
     5  -->
     6 <!DOCTYPE html>
     7 <html>
     8 <head>
     9 <meta charset="utf-8">
    10 <title>WebGL More than 65536 indices.</title>
    11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    12 <script src="../../resources/js-test-pre.js"></script>
    13 <script src="../resources/webgl-test.js"> </script>
    14 <script src="../resources/webgl-test-utils.js"> </script>
    15 </head>
    16 <body>
    17 <canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
    18 <div id="description"></div>
    19 <div id="console"></div>
    20 <script id="vs" type="text/something-not-javascript">
    21 attribute vec4 vPosition;
    22 attribute vec4 vColor;
    23 varying vec4 color;
    24 void main() {
    25     gl_Position = vPosition;
    26     color = vColor;
    27 }
    28 </script>
    29 <script id="fs" type="text/something-not-javascript">
    30 precision mediump float;
    31 varying vec4 color;
    32 void main() {
    33     gl_FragColor = color;
    34 }
    35 </script>
    36 <script>
    37 description("checks that rendering with more than 65536 indices works.");
    38 var wtu = WebGLTestUtils;
    39 // The antialias:false context creation attribute is a concession to some older and buggier drivers.
    40 var gl = initWebGL("example", "vs", "fs", ["vPosition", "vColor"], [0, 0, 0, 1], 1, { antialias: false });
    41 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL");
    42 var bufferObjects = wtu.setupUnitQuad(gl, 0, 1);
    43 gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[0]);
    44 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    45       -1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
    46       -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
    47 gl.bindBuffer(gl.ARRAY_BUFFER, bufferObjects[1]);
    48 gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
    49       255, 0, 0, 255,
    50       255, 0, 0, 255,
    51       255, 0, 0, 255,
    52       255, 0, 0, 255,
    53       0, 255, 0, 255,
    54       0, 255, 0, 255,
    55       0, 255, 0, 255,
    56       0, 255, 0, 255]), gl.STATIC_DRAW);
    57 gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
    58 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
    59 gl.enable(gl.BLEND);
    60 gl.disable(gl.DEPTH_TEST);
    62 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
    63 var numQuads = Math.floor(65536 / 6) + 2;
    64 debug("numQuads: " + numQuads);
    65 debug("numPoints: " + numQuads * 6);
    66 var indexBuf = new ArrayBuffer(numQuads * 6);
    67 var indices = new Uint8Array(indexBuf);
    68 for (var ii = 0; ii < numQuads; ++ii) {
    69   var offset = ii * 6;
    70   var quad = (ii == (numQuads - 1)) ? 4 : 0;
    71   indices[offset + 0] = quad + 0;
    72   indices[offset + 1] = quad + 1;
    73   indices[offset + 2] = quad + 2;
    74   indices[offset + 3] = quad + 2;
    75   indices[offset + 4] = quad + 1;
    76   indices[offset + 5] = quad + 3;
    77 }
    78 var indexBuffer = gl.createBuffer();
    79 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
    80 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
    81 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
    82 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
    83 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
    84 wtu.checkCanvas(gl, [0, 255, 0, 255], "Should be green.");
    86 successfullyParsed = true;
    87 </script>
    89 <script>finishTest();</script>
    91 </body>
    92 </html>

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