| <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
| "http://www.w3.org/TR/html4/loose.dtd"> |
| <html> |
| <head> |
| <title>WebGL array bounds clamping conformance test.</title> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| attribute vec4 vPosition; |
| attribute float index; |
| uniform float shades[8]; |
| varying vec4 texColor; |
| void main() |
| { |
| gl_Position = vPosition; |
| texColor = vec4(shades[int(index)], 0, 0, 1.0); |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| varying vec4 texColor; |
| void main() |
| { |
| gl_FragColor = texColor; |
| } |
| </script> |
| |
| <script> |
| function init() |
| { |
| if (window.initNonKhronosFramework) |
| window.initNonKhronosFramework(false); |
| |
| debug("Checks that array access in a shader can not read out of bounds"); |
| debug(""); |
| |
| gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "index" ], |
| [ 1, 1, 1, 1 ], 1); |
| |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.BLEND); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, |
| new Float32Array([ -1,1,0, 1,1,0, -1,-1,0, |
| -1,-1,0, 1,1,0, 1,-1,0 ]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, |
| // Create an array that exercises well outside the |
| // limits on each side, near the limits, and the |
| // exact limits. |
| // This should be clamped to [0, 0, 0, 7, 7, 7] |
| new Float32Array([ -123456789, -1, 0, 7, 8, 123456789]), |
| gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); |
| |
| var loc = gl.getUniformLocation(gl.program, "shades"); |
| gl.uniform1fv(loc, [0.25, 0.5, 0, 0, 0, 0, 0.75, 1]); |
| |
| checkRedValue(0, 38, 64, "Top left corner should clamp to index 0"); |
| checkRedValue(37, 38, 64, "Inside top right corner should clamp to index 0"); |
| checkRedValue(0, 1, 64, "Inside bottom left corner should clamp to index 0"); |
| |
| checkRedValue(38, 0, 255, "Bottom right corner should clamp to index 7"); |
| checkRedValue(3, 1, 255, "Outside bottom left corner should clamp to index 7"); |
| checkRedValue(38, 37, 255, "Outside top right corner should clamp to index 7"); |
| |
| function checkRedValue(x, y, value, msg) { |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| gl.flush(); |
| var buf = new Uint8Array(4); |
| gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| if (buf[0] != value || buf[1] != 0 || buf[2] != 0 || buf[3] != 255) { |
| debug('expected: rgb(' + value + ', 0, 0, 255) was rgb(' + buf[0] + ', ' + buf[1] + ', ' + buf[2] + ', ' + buf[3] + ')'); |
| testFailed(msg); |
| return; |
| } |
| testPassed(msg); |
| } |
| } |
| |
| init(); |
| </script> |
| </body> |
| </html> |
| |