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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL ANGLE_multi_draw Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/desktop-gl-constants.js"></script>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<script id="vshaderIllegalDrawID" type="x-shader/x-vertex">
attribute vec2 vPosition;
varying vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
gl_Position = vec4(vPosition * 2.0 - 1.0, gl_DrawID, 1);
}
</script>
<script id="vshaderDrawIDZero" type="x-shader/x-vertex">
#extension GL_ANGLE_multi_draw : require
attribute vec2 vPosition;
varying vec4 color;
void main()
{
if (gl_DrawID == 0) {
color = vec4(0, 1, 0, 1);
} else {
color = vec4(1, 0, 0, 1);
}
gl_Position = vec4(vPosition * 2.0 - 1.0, 0, 1);
}
</script>
<!-- The behavior of the shaders below is described in runPixelTests() -->
<script id="vshaderWithDrawID" type="x-shader/x-vertex">
#extension GL_ANGLE_multi_draw : require
attribute vec2 vPosition;
attribute float vInstance;
varying vec4 color;
void main()
{
// color_id = (gl_DrawID / 2) % 3
float quad_id = float(gl_DrawID / 2);
float color_id = quad_id - (3.0 * floor(quad_id / 3.0));
if (color_id < 0.5) {
color = vec4(1, 0, 0, 1);
} else if (color_id < 1.5) {
color = vec4(0, 1, 0, 1);
} else {
color = vec4(0, 0, 1, 1);
}
mat3 transform = mat3(1.0);
// vInstance starts at 1.0 on instanced calls
if (vInstance >= 1.0) {
transform[0][0] = 0.5;
transform[1][1] = 0.5;
}
if (vInstance == 1.0) {
} else if (vInstance == 2.0) {
transform[2][0] = 0.5;
} else if (vInstance == 3.0) {
transform[2][1] = 0.5;
} else if (vInstance == 4.0) {
transform[2][0] = 0.5;
transform[2][1] = 0.5;
}
gl_Position = vec4(transform * vec3(vPosition, 1.0) * 2.0 - 1.0, 1);
}
</script>
<script id="vshaderEmulatedDrawID" type="x-shader/x-vertex">
uniform int drawID;
attribute vec2 vPosition;
attribute float vInstance;
varying vec4 color;
void main()
{
float quad_id = float(drawID / 2);
float color_id = quad_id - (3.0 * floor(quad_id / 3.0));
if (color_id == 0.0) {
color = vec4(1, 0, 0, 1);
} else if (color_id == 1.0) {
color = vec4(0, 1, 0, 1);
} else {
color = vec4(0, 0, 1, 1);
}
mat3 transform = mat3(1.0);
// vInstance starts at 1.0 on instanced calls
if (vInstance >= 1.0) {
transform[0][0] = 0.5;
transform[1][1] = 0.5;
}
if (vInstance == 1.0) {
} else if (vInstance == 2.0) {
transform[2][0] = 0.5;
} else if (vInstance == 3.0) {
transform[2][1] = 0.5;
} else if (vInstance == 4.0) {
transform[2][0] = 0.5;
transform[2][1] = 0.5;
}
gl_Position = vec4(transform * vec3(vPosition, 1.0) * 2.0 - 1.0, 1);
}
</script>
<script id="vshaderNoDrawID" type="x-shader/x-vertex">
attribute vec2 vPosition;
attribute float vInstance;
varying vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
mat3 transform = mat3(1.0);
// vInstance starts at 1.0 on instanced calls
if (vInstance >= 1.0) {
transform[0][0] = 0.5;
transform[1][1] = 0.5;
}
if (vInstance == 1.0) {
} else if (vInstance == 2.0) {
transform[2][0] = 0.5;
} else if (vInstance == 3.0) {
transform[2][1] = 0.5;
} else if (vInstance == 4.0) {
transform[2][0] = 0.5;
transform[2][1] = 0.5;
}
gl_Position = vec4(transform * vec3(vPosition, 1.0) * 2.0 - 1.0, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 color;
void main() {
gl_FragColor = color;
}
</script>
<div id="description"></div>
<canvas id="canvas" width="128" height="128"> </canvas>
<div id="console"></div>
<script>
"use strict";
description("This test verifies the functionality of the ANGLE_multi_draw extension, if it is available.");
const wtu = WebGLTestUtils;
const canvas = document.getElementById("canvas");
const gl = wtu.create3DContext(canvas);
const instancedExt = gl && gl.getExtension('ANGLE_instanced_arrays');
const bufferUsageSet = [ gl.STATIC_DRAW, gl.DYNAMIC_DRAW ];
// Check if the extension is either both enabled and supported or
// not enabled and not supported.
function runSupportedTest(extensionName, extensionEnabled) {
const supported = gl.getSupportedExtensions();
if (supported.indexOf(extensionName) >= 0) {
if (extensionEnabled) {
testPassed(extensionName + ' listed as supported and getExtension succeeded');
return true;
} else {
testFailed(extensionName + ' listed as supported but getExtension failed');
}
} else {
if (extensionEnabled) {
testFailed(extensionName + ' not listed as supported but getExtension succeeded');
} else {
testPassed(extensionName + ' not listed as supported and getExtension failed -- this is legal');
}
}
return false;
}
function runTest() {
if (!gl) {
return function() {
testFailed('WebGL context does not exist');
}
}
const extensionName = 'WEBGL_multi_draw';
const ext = gl.getExtension(extensionName);
if (!runSupportedTest(extensionName, ext)) {
return;
}
doTest(ext, false);
doTest(ext, true);
}
function doTest(ext, instanced) {
function runValidationTests(bufferUsage) {
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0.2,0.2, 0.8,0.2, 0.5,0.8 ]), bufferUsage);
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([ 0, 1, 2, 0]), bufferUsage);
const instanceBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, instanceBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0, 1, 2, 3 ]), bufferUsage);
const program = wtu.setupProgram(gl, ["vshaderNoDrawID", "fshader"], ["vPosition", "vInstance"], [0, 1]);
expectTrue(program != null, "can compile simple program");
function setupDrawArrays() {
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
}
function setupDrawElements() {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
}
function setupInstanced() {
gl.bindBuffer(gl.ARRAY_BUFFER, instanceBuffer);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
if (wtu.getDefault3DContextVersion() < 2) {
instancedExt.vertexAttribDivisorANGLE(1, 1);
} else {
gl.vertexAttribDivisor(1, 1);
}
}
function setupDrawArraysInstanced() {
setupDrawArrays();
setupInstanced();
}
function setupDrawElementsInstanced() {
setupDrawElements();
setupInstanced();
}
// Wrap a draw call in a function to setup the draw call, execute,
// and check errors.
// The `drawFunc` is one of the extension entrypoints being tested. It may
// be undefined if that entrypoint is not supported on the context
function makeDrawCheck(drawFunc, setup) {
if (!drawFunc) {
return function() {};
}
return function(f_args, expect, msg) {
setup();
drawFunc.apply(ext, f_args);
wtu.glErrorShouldBe(gl, expect, drawFunc.name + " " + msg);
gl.disableVertexAttribArray(0);
gl.disableVertexAttribArray(1);
}
}
const checkMultiDrawArrays = makeDrawCheck(
ext.multiDrawArraysWEBGL, setupDrawArrays);
const checkMultiDrawElements = makeDrawCheck(
ext.multiDrawElementsWEBGL, setupDrawElements);
const checkMultiDrawArraysInstanced = makeDrawCheck(
ext.multiDrawArraysInstancedWEBGL, setupDrawArraysInstanced);
const checkMultiDrawElementsInstanced = makeDrawCheck(
ext.multiDrawElementsInstancedWEBGL, setupDrawElementsInstanced);
gl.useProgram(program);
// Check that drawing a single triangle works
if (!instanced) {
checkMultiDrawArrays(
[gl.TRIANGLES, [0], 0, [3], 0, 1],
gl.NO_ERROR, "with gl.TRIANGLES");
checkMultiDrawElements(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, 1],
gl.NO_ERROR, "with gl.TRIANGLES");
} else {
checkMultiDrawElementsInstanced(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, 1],
gl.NO_ERROR, "with gl.TRIANGLES");
checkMultiDrawArraysInstanced(
[gl.TRIANGLES, [0], 0, [3], 0, [1], 0, 1],
gl.NO_ERROR, "with gl.TRIANGLES");
}
// Zero drawcount permitted
if (!instanced) {
checkMultiDrawArrays(
[gl.TRIANGLES, [0], 0, [3], 0, 0],
gl.NO_ERROR, "with drawcount == 0");
checkMultiDrawElements(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, 0],
gl.NO_ERROR, "with drawcount == 0");
} else {
checkMultiDrawElementsInstanced(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, 0],
gl.NO_ERROR, "with drawcount == 0");
checkMultiDrawArraysInstanced(
[gl.TRIANGLES, [0], 0, [3], 0, [1], 0, 0],
gl.NO_ERROR, "with drawcount == 0");
}
// Check negative drawcount
if (!instanced) {
checkMultiDrawArrays(
[gl.TRIANGLES, [0], 0, [3], 0, -1],
gl.INVALID_VALUE, "with drawcount < 0");
checkMultiDrawElements(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, -1],
gl.INVALID_VALUE, "with drawcount < 0");
} else {
checkMultiDrawElementsInstanced(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 0, -1],
gl.INVALID_VALUE, "with drawcount < 0");
checkMultiDrawArraysInstanced(
[gl.TRIANGLES, [0], 0, [3], 0, [1], 0, -1],
gl.INVALID_VALUE, "with drawcount < 0");
}
// Check offsets greater than array length
if (!instanced) {
checkMultiDrawArrays(
[gl.TRIANGLES, [0], 1, [3], 0, 1],
gl.INVALID_OPERATION, "with firstsStart >= firstsList.length");
checkMultiDrawArrays(
[gl.TRIANGLES, [0], 0, [3], 1, 1],
gl.INVALID_OPERATION, "with countsStart >= countsList.length");
checkMultiDrawElements(
[gl.TRIANGLES, [3], 1, gl.UNSIGNED_BYTE, [0], 0, 1],
gl.INVALID_OPERATION, "with countsStart >= countsList.length");
checkMultiDrawElements(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 1, 1],
gl.INVALID_OPERATION, "with offsetsStart >= offsetsList.length");
} else {
checkMultiDrawArraysInstanced(
[gl.TRIANGLES, [0], 1, [3], 0, [1], 0, 1],
gl.INVALID_OPERATION, "with firstsStart >= firstsList.length");
checkMultiDrawArraysInstanced(
[gl.TRIANGLES, [0], 0, [3], 1, [1], 0, 1],
gl.INVALID_OPERATION, "with countsStart >= countsList.length");
checkMultiDrawArraysInstanced(
[gl.TRIANGLES, [0], 0, [3], 0, [1], 1, 1],
gl.INVALID_OPERATION, "with instanceCountsStart >= instanceCountsList.length");
checkMultiDrawElementsInstanced(
[gl.TRIANGLES, [3], 1, gl.UNSIGNED_BYTE, [0], 0, [1], 0, 1],
gl.INVALID_OPERATION, "with countsStart >= countsList.length");
checkMultiDrawElementsInstanced(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 1, [1], 0, 1],
gl.INVALID_OPERATION, "with offsetsStart >= offsetsList.length");
checkMultiDrawElementsInstanced(
[gl.TRIANGLES, [3], 0, gl.UNSIGNED_BYTE, [0], 0, [1], 1, 1],
gl.INVALID_OPERATION, "with instanceCountsStart >= instanceCountsList.length");
}
}
function runShaderTests(bufferUsage) {
const illegalProgram = wtu.setupProgram(gl, ["vshaderIllegalDrawID", "fshader"], ["vPosition"], [0]);
expectTrue(illegalProgram == null, "cannot compile program with gl_DrawID but no extension directive");
const drawIDProgram = wtu.setupProgram(gl, ["vshaderDrawIDZero", "fshader"], ["vPosition"], [0]);
wtu.setupProgram(gl, ["vshaderDrawIDZero", "fshader"], ["vPosition"], [0]);
expectTrue(drawIDProgram !== null, "can compile program with gl_DrawID");
gl.useProgram(drawIDProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, 0,1, 1,0, 1,1 ]), bufferUsage);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.checkCanvas(gl, [0, 255, 0, 255], "gl_DrawID is 0 for non-Multi* draw calls", 0);
}
function runPixelTests(bufferUsage, useSharedArrayBuffer) {
// An array of quads is tiled across the screen.
// gl_DrawID is checked by using it to select the color of the draw.
// Instanced entrypoints are tested here scaling and then instancing the
// array of quads over four quadrants on the screen.
// These tests also include "manyDraw" tests which emulate a multiDraw with
// a Javascript for-loop and gl_DrawID with a uniform constiable. They are
// included to ensure the test is written correctly.
const width = gl.canvas.width;
const height = gl.canvas.height;
const x_count = 8;
const y_count = 8;
const quad_count = x_count * y_count;
const tri_count = quad_count * 2;
const tileSize = [ 1/x_count, 1/y_count ];
const tilePixelSize = [ Math.floor(width / x_count), Math.floor(height / y_count) ];
const quadRadius = [ 0.25 * tileSize[0], 0.25 * tileSize[1] ];
const pixelCheckSize = [ Math.floor(quadRadius[0] * width), Math.floor(quadRadius[1] * height) ];
function getTileCenter(x, y) {
return [ tileSize[0] * (0.5 + x), tileSize[1] * (0.5 + y) ];
}
function getQuadVertices(x, y) {
const center = getTileCenter(x, y);
return [
[center[0] - quadRadius[0], center[1] - quadRadius[1], 0],
[center[0] + quadRadius[0], center[1] - quadRadius[1], 0],
[center[0] + quadRadius[0], center[1] + quadRadius[1], 0],
[center[0] - quadRadius[0], center[1] + quadRadius[1], 0],
]
}
const indicesData = [];
const verticesData = [];
const nonIndexedVerticesData = [];
{
const is = new Uint16Array([0, 1, 2, 0, 2, 3]);
for (let y = 0; y < y_count; ++y) {
for (let x = 0; x < x_count; ++x) {
const quadIndex = y * x_count + x;
const starting_index = 4 * quadIndex;
const vs = getQuadVertices(x, y);
for (let i = 0; i < is.length; ++i) {
indicesData.push(starting_index + is[i]);
}
for (let i = 0; i < vs.length; ++i) {
for (let v = 0; v < vs[i].length; ++v) verticesData.push(vs[i][v]);
}
for (let i = 0; i < is.length; ++i) {
for (let v = 0; v < vs[is[i]].length; ++v) nonIndexedVerticesData.push(vs[is[i]][v]);
}
}
}
}
const indices = new Uint16Array(indicesData);
const vertices = new Float32Array(verticesData);
const nonIndexedVertices = new Float32Array(nonIndexedVerticesData);
const indexBuffer = gl.createBuffer();
const vertexBuffer = gl.createBuffer();
const nonIndexedVertexBuffer = gl.createBuffer();
const instanceBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, nonIndexedVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, nonIndexedVertices, bufferUsage);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, bufferUsage);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, bufferUsage);
gl.bindBuffer(gl.ARRAY_BUFFER, instanceBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 2, 3, 4]), bufferUsage);
function checkResult(config, msg) {
const rects = [];
const expected = [
[255, 0, 0, 255],
[0, 255, 0, 255],
[0, 0, 255, 255],
];
for (let y = 0; y < y_count; ++y) {
for (let x = 0; x < x_count; ++x) {
const center_x = x * tilePixelSize[0] + Math.floor(tilePixelSize[0] / 2);
const center_y = y * tilePixelSize[1] + Math.floor(tilePixelSize[1] / 2);
const quadID = y * x_count + x;
const colorID = config.drawID ? quadID % 3 : 0;
if (config.instanced) {
rects.push(wtu.makeCheckRect(
center_x / 2 - Math.floor(pixelCheckSize[0] / 4),
center_y / 2 - Math.floor(pixelCheckSize[1] / 4),
pixelCheckSize[0] / 2,
pixelCheckSize[1] / 2,
expected[colorID],
msg + " (" + x + "," + y + ")", 0));
rects.push(wtu.makeCheckRect(
center_x / 2 - Math.floor(pixelCheckSize[0] / 4) + width / 2,
center_y / 2 - Math.floor(pixelCheckSize[1] / 4),
pixelCheckSize[0] / 2,
pixelCheckSize[1] / 2,
expected[colorID],
msg + " (" + x + "," + y + ")", 0));
rects.push(wtu.makeCheckRect(
center_x / 2 - Math.floor(pixelCheckSize[0] / 4),
center_y / 2 - Math.floor(pixelCheckSize[1] / 4) + height / 2,
pixelCheckSize[0] / 2,
pixelCheckSize[1] / 2,
expected[colorID],
msg + " (" + x + "," + y + ")", 0));
rects.push(wtu.makeCheckRect(
center_x / 2 - Math.floor(pixelCheckSize[0] / 4) + width / 2,
center_y / 2 - Math.floor(pixelCheckSize[1] / 4) + height / 2,
pixelCheckSize[0] / 2,
pixelCheckSize[1] / 2,
expected[colorID],
msg + " (" + x + "," + y + ")", 0));
} else {
rects.push(wtu.makeCheckRect(
center_x - Math.floor(pixelCheckSize[0] / 2),
center_y - Math.floor(pixelCheckSize[1] / 2),
pixelCheckSize[0],
pixelCheckSize[1],
expected[colorID],
msg + " (" + x + "," + y + ")", 0));
}
}
}
wtu.checkCanvasRects(gl, rects);
}
function newIntArray(count) {
if (!useSharedArrayBuffer) {
return new Int32Array(count);
}
let sab = new SharedArrayBuffer(count * Int32Array.BYTES_PER_ELEMENT);
return new Int32Array(sab);
}
const firsts = newIntArray(tri_count);
const counts = newIntArray(tri_count);
const offsets = newIntArray(tri_count);
const instances = newIntArray(tri_count);
for (let i = 0; i < firsts.length; ++i) firsts[i] = i * 3;
counts.fill(3);
for (let i = 0; i < offsets.length; ++i) offsets[i] = i * 3 * 2;
instances.fill(4);
const firstsOffset = 47;
const countsOffset = firstsOffset + firsts.length;
const offsetsOffset = countsOffset + counts.length;
const instancesOffset = offsetsOffset + instances.length;
const buffer = newIntArray(firstsOffset + firsts.length + counts.length + offsets.length + instances.length);
buffer.set(firsts, firstsOffset);
buffer.set(counts, countsOffset);
buffer.set(offsets, offsetsOffset);
buffer.set(instances, instancesOffset);
let drawIDLocation;
const multiDrawArrays = function() {
ext.multiDrawArraysWEBGL(gl.TRIANGLES, firsts, 0, counts, 0, tri_count);
}
const multiDrawArraysWithNonzeroOffsets = function() {
ext.multiDrawArraysWEBGL(gl.TRIANGLES, buffer, firstsOffset, buffer, countsOffset, tri_count);
}
const multiDrawElements = function() {
ext.multiDrawElementsWEBGL(gl.TRIANGLES, counts, 0, gl.UNSIGNED_SHORT, offsets, 0, tri_count);
}
const multiDrawElementsWithNonzeroOffsets = function() {
ext.multiDrawElementsWEBGL(gl.TRIANGLES, buffer, countsOffset, gl.UNSIGNED_SHORT, buffer, offsetsOffset, tri_count);
}
const multiDrawArraysInstanced = function() {
ext.multiDrawArraysInstancedWEBGL(gl.TRIANGLES, firsts, 0, counts, 0, instances, 0, tri_count);
}
const multiDrawArraysInstancedWithNonzeroOffsets = function() {
ext.multiDrawArraysInstancedWEBGL(gl.TRIANGLES, buffer, firstsOffset, buffer, countsOffset, buffer, instancesOffset, tri_count);
}
const multiDrawElementsInstanced = function() {
ext.multiDrawElementsInstancedWEBGL(gl.TRIANGLES, counts, 0, gl.UNSIGNED_SHORT, offsets, 0, instances, 0, tri_count);
}
const multiDrawElementsInstancedWithNonzeroOffsets = function() {
ext.multiDrawElementsInstancedWEBGL(gl.TRIANGLES, buffer, countsOffset, gl.UNSIGNED_SHORT, buffer, offsetsOffset, buffer, instancesOffset, tri_count);
}
const manyDrawArrays = function() {
for (let i = 0; i < tri_count; ++i) {
gl.drawArrays(gl.TRIANGLES, firsts[i], counts[i]);
}
}
const manyDrawElements = function() {
for (let i = 0; i < tri_count; ++i) {
gl.drawElements(gl.TRIANGLES, counts[i], gl.UNSIGNED_SHORT, offsets[i]);
}
}
const manyDrawArraysEmulateDrawID = function() {
for (let i = 0; i < tri_count; ++i) {
gl.uniform1i(drawIDLocation, i);
gl.drawArrays(gl.TRIANGLES, firsts[i], counts[i]);
}
}
const manyDrawElementsEmulateDrawID = function() {
for (let i = 0; i < tri_count; ++i) {
gl.uniform1i(drawIDLocation, i);
gl.drawElements(gl.TRIANGLES, counts[i], gl.UNSIGNED_SHORT, offsets[i]);
}
}
function drawArraysInstanced() {
if (wtu.getDefault3DContextVersion() < 2) {
instancedExt.drawArraysInstancedANGLE.apply(instancedExt, arguments);
} else {
gl.drawArraysInstanced.apply(gl, arguments);
}
}
function drawElementsInstanced() {
if (wtu.getDefault3DContextVersion() < 2) {
instancedExt.drawElementsInstancedANGLE.apply(instancedExt, arguments);
} else {
gl.drawElementsInstanced.apply(gl, arguments);
}
}
function vertexAttribDivisor(attrib, divisor) {
if (wtu.getDefault3DContextVersion() < 2) {
instancedExt.vertexAttribDivisorANGLE(attrib, divisor);
} else {
gl.vertexAttribDivisor(attrib, divisor);
}
}
const manyDrawArraysInstanced = function() {
for (let i = 0; i < tri_count; ++i) {
drawArraysInstanced(gl.TRIANGLES, firsts[i], counts[i], 4);
}
}
const manyDrawElementsInstanced = function() {
for (let i = 0; i < tri_count; ++i) {
drawElementsInstanced(gl.TRIANGLES, counts[i], gl.UNSIGNED_SHORT, offsets[i], 4);
}
}
const manyDrawArraysInstancedEmulateDrawID = function() {
for (let i = 0; i < tri_count; ++i) {
gl.uniform1i(drawIDLocation, i);
drawArraysInstanced(gl.TRIANGLES, firsts[i], counts[i], 4);
}
}
const manyDrawElementsInstancedEmulateDrawID = function() {
for (let i = 0; i < tri_count; ++i) {
gl.uniform1i(drawIDLocation, i);
drawElementsInstanced(gl.TRIANGLES, counts[i], gl.UNSIGNED_SHORT, offsets[i], 4);
}
}
function checkDraw(config) {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (config.indexed) {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
} else {
gl.bindBuffer(gl.ARRAY_BUFFER, nonIndexedVertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
}
if (config.instanced) {
gl.bindBuffer(gl.ARRAY_BUFFER, instanceBuffer);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
vertexAttribDivisor(1, 1);
}
config.drawFunc();
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
checkResult(config, config.drawFunc.name + (
config.instanced ? ' instanced' : ''
) + (
config.drawID ? ' with gl_DrawID' : ''
) + (
useSharedArrayBuffer ? ' and SharedArrayBuffer' : ''
));
gl.disableVertexAttribArray(0);
gl.disableVertexAttribArray(1);
}
const noDrawIDProgram = wtu.setupProgram(gl, ["vshaderNoDrawID", "fshader"], ["vPosition", "vInstance"], [0, 1]);
expectTrue(noDrawIDProgram != null, "can compile simple program");
if (noDrawIDProgram) {
gl.useProgram(noDrawIDProgram);
if (!instanced) {
checkDraw({
drawFunc: multiDrawArrays,
drawID: false,
});
checkDraw({
drawFunc: multiDrawArraysWithNonzeroOffsets,
drawID: false,
});
checkDraw({
drawFunc: multiDrawElements,
indexed: true,
drawID: false,
});
checkDraw({
drawFunc: multiDrawElementsWithNonzeroOffsets,
indexed: true,
drawID: false,
});
checkDraw({
drawFunc: manyDrawArrays,
drawID: false,
});
checkDraw({
drawFunc: manyDrawElements,
indexed: true,
drawID: false,
});
} else {
checkDraw({
drawFunc: multiDrawArraysInstanced,
drawID: false,
instanced: true,
});
checkDraw({
drawFunc: multiDrawArraysInstancedWithNonzeroOffsets,
drawID: false,
instanced: true,
});
checkDraw({
drawFunc: multiDrawElementsInstanced,
indexed: true,
drawID: false,
instanced: true,
});
checkDraw({
drawFunc: multiDrawElementsInstancedWithNonzeroOffsets,
indexed: true,
drawID: false,
instanced: true,
});
checkDraw({
drawFunc: manyDrawArraysInstanced,
drawID: false,
instanced: true,
});
checkDraw({
drawFunc: manyDrawElementsInstanced,
indexed: true,
drawID: false,
instanced: true,
});
}
}
const withDrawIDProgram = wtu.setupProgram(gl, ["vshaderWithDrawID", "fshader"], ["vPosition", "vInstance"], [0, 1]);
expectTrue(withDrawIDProgram != null, "can compile program with ANGLE_multi_draw");
if (withDrawIDProgram) {
gl.useProgram(withDrawIDProgram);
if (!instanced) {
checkDraw({
drawFunc: multiDrawArrays,
drawID: true,
});
checkDraw({
drawFunc: multiDrawArraysWithNonzeroOffsets,
drawID: true,
});
checkDraw({
drawFunc: multiDrawElements,
indexed: true,
drawID: true,
});
checkDraw({
drawFunc: multiDrawElementsWithNonzeroOffsets,
indexed: true,
drawID: true,
});
} else {
checkDraw({
drawFunc: multiDrawArraysInstanced,
drawID: true,
instanced: true,
});
checkDraw({
drawFunc: multiDrawArraysInstancedWithNonzeroOffsets,
drawID: true,
instanced: true,
});
checkDraw({
drawFunc: multiDrawElementsInstanced,
indexed: true,
drawID: true,
instanced: true,
});
checkDraw({
drawFunc: multiDrawElementsInstancedWithNonzeroOffsets,
indexed: true,
drawID: true,
instanced: true,
});
}
}
const emulatedDrawIDProgram = wtu.setupProgram(gl, ["vshaderEmulatedDrawID", "fshader"], ["vPosition", "vInstance"], [0, 1]);
expectTrue(emulatedDrawIDProgram != null, "can compile program to emulate gl_DrawID");
drawIDLocation = gl.getUniformLocation(emulatedDrawIDProgram, "drawID");
if (emulatedDrawIDProgram) {
gl.useProgram(emulatedDrawIDProgram);
if (!instanced) {
checkDraw({
drawFunc: manyDrawArraysEmulateDrawID,
drawID: true,
});
checkDraw({
drawFunc: manyDrawElementsEmulateDrawID,
indexed: true,
drawID: true,
});
} else {
checkDraw({
drawFunc: manyDrawArraysInstancedEmulateDrawID,
drawID: true,
instanced: true,
});
checkDraw({
drawFunc: manyDrawElementsInstancedEmulateDrawID,
indexed: true,
drawID: true,
instanced: true,
});
}
}
}
for (let i = 0; i < bufferUsageSet.length; i++) {
let bufferUsage = bufferUsageSet[i];
debug("Testing with BufferUsage = " + bufferUsage);
runValidationTests(bufferUsage);
runShaderTests(bufferUsage);
runPixelTests(bufferUsage, false);
}
// Run a subset of the pixel tests with SharedArrayBuffer if supported.
if (window.SharedArrayBuffer) {
runPixelTests(bufferUsageSet[0], true);
}
}
runTest();
const successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>