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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Transform Feedback Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in vec3 position;
out vec3 outAttrib1;
out vec3 outAttrib2;
void main()
{
outAttrib1 = position;
outAttrib2 = position;
gl_Position = vec4(position, 1);
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 color;
in vec3 outAttrib1;
in vec3 outAttrib2;
void main()
{
color = vec4(0);
}
</script>
<script>
"use strict";
description("This test covers an ANGLE bug with two transform feedback varyings. When the two are declared, but not referenced in the fragment shader, ANGLE would fail capture.");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
var quadVB;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
debug("");
debug("Testing transform feedback with two unreferenced outputs");
runTest();
}
function getQuadVerts(depth) {
var quadVerts = new Float32Array(3 * 6);
quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth;
quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth;
quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth;
quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth;
quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth;
quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth;
return quadVerts;
}
function drawQuad(depth) {
if (!quadVB) {
quadVB = gl.createBuffer()
}
var quadVerts = getQuadVerts(depth);
gl.bindBuffer(gl.ARRAY_BUFFER, quadVB);
gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
gl.enableVertexAttribArray(0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function runTest() {
// Create the transform feedback program
var program = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"],
["outAttrib1", "outAttrib2"], gl.INTERLEAVED_ATTRIBS,
["position"]);
if (!program) {
testFailed("Fail to set up the program");
return;
}
// Init transform feedback buffers
var out_buffer = gl.createBuffer();
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * 3 * 2 * 6,
gl.STREAM_DRAW);
var tf = gl.createTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Init transform feedback should succeed");
// Draw the quad
gl.useProgram(program)
gl.beginTransformFeedback(gl.TRIANGLES);
drawQuad(0.5);
gl.endTransformFeedback();
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with transform feedback should succeed");
// Verify the output buffer contents
var quadVerts = getQuadVerts(0.5);
var expected_data = [];
for (var i = 0; i < quadVerts.length; i += 3) {
for (var count = 0; count < 2; count++) {
expected_data[expected_data.length] = quadVerts[i];
expected_data[expected_data.length] = quadVerts[i+1];
expected_data[expected_data.length] = quadVerts[i+2];
}
}
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected_data);
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>