| <html> |
| <head> |
| <script src="../../../resources/js-test.js"></script> |
| <script src="resources/webgl-test.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script> |
| description("Test of drawArrays with out-of-bounds parameters"); |
| |
| if (window.internals) |
| window.internals.settings.setWebGLErrorsToConsoleEnabled(false); |
| |
| var context = create3DContext(); |
| var program = loadStandardProgram(context); |
| |
| context.useProgram(program); |
| var vertexObject = context.createBuffer(); |
| context.bindBuffer(context.ARRAY_BUFFER, vertexObject); |
| context.enableVertexAttribArray(0); |
| |
| debug("Test empty buffer") |
| context.bufferData(context.ARRAY_BUFFER, new Float32Array([ ]), context.STATIC_DRAW); |
| context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 1)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 1, 0)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
| |
| debug("") |
| debug("Test buffer with 3 float vectors") |
| context.bufferData(context.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), context.STATIC_DRAW); |
| context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 3)"); |
| shouldGenerateGLError(context, context.INVALID_ENUM, "context.drawArrays(0x0009, 0, 3)"); // GL_POLYGON |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 3, 2)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
| |
| debug("") |
| debug("Test buffer with interleaved (3+2) float vectors") |
| |
| var program2 = createProgram(context, |
| "attribute vec3 aOne;" + |
| "attribute vec2 aTwo;" + |
| "void main() { gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); }", |
| "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }", |
| [ "aOne", "aTwo" ]); |
| if (!program2) { |
| testFailed("failed to create test program"); |
| } |
| |
| context.useProgram(program2); |
| |
| var vbo = context.createBuffer(); |
| context.bindBuffer(context.ARRAY_BUFFER, vbo); |
| // enough for 9 vertices, so 3 triangles |
| context.bufferData(context.ARRAY_BUFFER, new Float32Array(9*5), context.STATIC_DRAW); |
| |
| // bind first 3 elements, with a stride of 5 float elements |
| context.vertexAttribPointer(0, 3, context.FLOAT, false, 5*4, 0); |
| // bind 2 elements, starting after the first 3; same stride of 5 float elements |
| context.vertexAttribPointer(1, 2, context.FLOAT, false, 5*4, 3*4); |
| |
| context.enableVertexAttribArray(0); |
| context.enableVertexAttribArray(1); |
| |
| shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 9)"); |
| |
| // negative values must generate INVALID_VALUE; they can never be valid |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -500)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, 1)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, -500)"); |
| |
| // 0xffffffff needs to convert to a 'long' IDL argument as -1, as per |
| // WebIDL 4.1.7. JS ToInt32(0xffffffff) == -1, which is the first step |
| // of the conversion. Thus INVALID_VALUE. |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, 0xffffffff)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 1)"); |
| shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 0xffffffff)"); |
| |
| // values that could otherwise be valid but aren't due to bindings generate |
| // INVALID_OPERATION |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 200)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 0x7fffffff)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 1)"); |
| shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 0x7fffffff)"); |
| |
| debug("") |
| </script> |
| </body> |
| </html> |