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<html>
<head>
<meta charset="utf-8">
<title>WebGL OES_element_index_uint Conformance Tests</title>
<script src="resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/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="vs" type="x-shader/x-vertex">
attribute vec4 vPosition;
attribute vec4 vColor;
varying vec4 color;
void main() {
gl_Position = vPosition;
color = vColor;
}
</script>
<script id="fs" type="x-shader/x-fragment">
#if defined(GL_ES)
precision mediump float;
#endif
varying vec4 color;
void main() {
gl_FragColor = color;
}
</script>
<script>
description("This test verifies the functionality of the OES_element_index_uint extension, if it is available.");
debug("");
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = create3DContext(canvas);
var ext = null;
var vao = null;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
// Query the extension and store globally so shouldBe can access it
ext = gl.getExtension("OES_element_index_uint");
if (!ext) {
testPassed("No OES_element_index_uint support -- this is legal");
runSupportedTest(false);
} else {
testPassed("Successfully enabled OES_element_index_uint extension");
runSupportedTest(true);
runDrawTests();
// These tests are tweaked duplicates of the buffers/index-validation* tests
// using unsigned int indices to ensure that behavior remains consistent
runIndexValidationTests();
runCopiesIndicesTests();
runResizedBufferTests();
runVerifiesTooManyIndicesTests();
runCrashWithBufferSubDataTests();
glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
}
function runSupportedTest(extensionEnabled) {
var supported = gl.getSupportedExtensions();
if (supported.indexOf("OES_element_index_uint") >= 0) {
if (extensionEnabled) {
testPassed("OES_element_index_uint listed as supported and getExtension succeeded");
} else {
testFailed("OES_element_index_uint listed as supported but getExtension failed");
}
} else {
if (extensionEnabled) {
testFailed("OES_element_index_uint not listed as supported but getExtension succeeded");
} else {
testPassed("OES_element_index_uint not listed as supported and getExtension failed -- this is legal");
}
}
}
function runDrawTests() {
debug("Test that draws with unsigned integer indices produce the expected results");
canvas.width = 50; canvas.height = 50;
gl.viewport(0, 0, canvas.width, canvas.height);
var program = wtu.setupSimpleTextureProgram(gl);
function setupDraw(s) {
// Create a vertex buffer that cannot be fully indexed via shorts
var quadArrayLen = 65537 * 3;
var quadArray = new Float32Array(quadArrayLen);
// Leave all but the last 4 values zero-ed out
var idx = quadArrayLen - 12;
// Initialized the last 4 values to a quad
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = 0.0;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = 0.0;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = 0.0;
quadArray[idx++] = 1.0 * s;
quadArray[idx++] = -1.0 * s;
quadArray[idx++] = 0.0;
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(gl.ARRAY_BUFFER, quadArray, gl.STATIC_DRAW);
// Create an unsigned int index buffer that indexes the last 4 vertices
var baseIndex = (quadArrayLen / 3) - 4;
var indexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([
baseIndex + 0,
baseIndex + 1,
baseIndex + 2,
baseIndex + 2,
baseIndex + 3,
baseIndex + 0]), gl.STATIC_DRAW);
var opt_positionLocation = 0;
gl.enableVertexAttribArray(opt_positionLocation);
gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
};
function readLocation(x, y) {
var pixels = new Uint8Array(1 * 1 * 4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
return pixels;
};
function testPixel(blackList, whiteList) {
function testList(list, expected) {
for (var n = 0; n < list.length; n++) {
var l = list[n];
var x = -Math.floor(l * canvas.width / 2) + canvas.width / 2;
var y = -Math.floor(l * canvas.height / 2) + canvas.height / 2;
var source = readLocation(x, y);
if (Math.abs(source[0] - expected) > 2) {
return false;
}
}
return true;
}
return testList(blackList, 0) && testList(whiteList, 255);
};
function verifyDraw(drawNumber, s) {
gl.clearColor(1.0, 1.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0);
var blackList = [];
var whiteList = [];
var points = [0.0, 0.2, 0.4, 0.6, 0.8, 1.0];
for (var n = 0; n < points.length; n++) {
if (points[n] <= s) {
blackList.push(points[n]);
} else {
whiteList.push(points[n]);
}
}
if (testPixel(blackList, whiteList)) {
testPassed("Draw " + drawNumber + " passed pixel test");
} else {
testFailed("Draw " + drawNumber + " failed pixel test");
}
};
setupDraw(0.5);
verifyDraw(0, 0.5);
}
function runIndexValidationTests() {
description("Tests that index validation verifies the correct number of indices");
function sizeInBytes(type) {
switch (type) {
case gl.BYTE:
case gl.UNSIGNED_BYTE:
return 1;
case gl.SHORT:
case gl.UNSIGNED_SHORT:
return 2;
case gl.INT:
case gl.UNSIGNED_INT:
case gl.FLOAT:
return 4;
default:
throw "unknown type";
}
}
var program = loadStandardProgram(gl);
// 3 vertices => 1 triangle, interleaved data
var dataComplete = new Float32Array([0, 0, 0, 1,
0, 0, 1,
1, 0, 0, 1,
0, 0, 1,
1, 1, 1, 1,
0, 0, 1]);
var dataIncomplete = new Float32Array([0, 0, 0, 1,
0, 0, 1,
1, 0, 0, 1,
0, 0, 1,
1, 1, 1, 1]);
var indices = new Uint32Array([0, 1, 2]);
debug("Testing with valid indices");
var bufferComplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete);
gl.bufferData(gl.ARRAY_BUFFER, dataComplete, gl.STATIC_DRAW);
var elements = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
gl.useProgram(program);
var vertexLoc = gl.getAttribLocation(program, "a_vertex");
var normalLoc = gl.getAttribLocation(program, "a_normal");
gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0);
gl.enableVertexAttribArray(vertexLoc);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
gl.enableVertexAttribArray(normalLoc);
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
glErrorShouldBe(gl, gl.NO_ERROR);
debug("Testing with out-of-range indices");
var bufferIncomplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, gl.STATIC_DRAW);
gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 0);
gl.enableVertexAttribArray(vertexLoc);
gl.disableVertexAttribArray(normalLoc);
debug("Enable vertices, valid");
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
glErrorShouldBe(gl, gl.NO_ERROR);
debug("Enable normals, out-of-range");
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
gl.enableVertexAttribArray(normalLoc);
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
glErrorShouldBe(gl, gl.INVALID_OPERATION);
debug("Test with enabled attribute that does not belong to current program");
gl.disableVertexAttribArray(normalLoc);
var extraLoc = Math.max(vertexLoc, normalLoc) + 1;
gl.enableVertexAttribArray(extraLoc);
debug("Enable an extra attribute with null");
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
glErrorShouldBe(gl, gl.INVALID_OPERATION);
debug("Enable an extra attribute with insufficient data buffer");
gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), 4 * sizeInBytes(gl.FLOAT));
glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
debug("Pass large negative index to vertexAttribPointer");
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * sizeInBytes(gl.FLOAT), -2000000000 * sizeInBytes(gl.FLOAT));
glErrorShouldBe(gl, gl.INVALID_VALUE);
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_INT, 0)');
gl.disableVertexAttribArray(vertexLoc);
}
function runCopiesIndicesTests() {
debug("Test that client data is always copied during bufferData and bufferSubData calls");
var program = loadStandardProgram(gl);
gl.useProgram(program);
var vertexObject = gl.createBuffer();
gl.enableVertexAttribArray(0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
// 4 vertices -> 2 triangles
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0 ]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var indexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
var indices = new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)");
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)");
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)");
indices[0] = 2;
indices[5] = 1;
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)");
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)");
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)");
}
function runResizedBufferTests() {
debug("Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.");
var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]);
glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
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);
glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
var texCoordObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
[0,0, 1,0, 0,1,
0,1, 1,0, 1,1]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
// Now resize these buffers because we want to change what we're drawing.
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, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255,
0, 255, 0, 255]), gl.STATIC_DRAW);
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
var numQuads = 2;
var indices = new Uint32Array(numQuads * 6);
for (var ii = 0; ii < numQuads; ++ii) {
var offset = ii * 6;
var quad = (ii == (numQuads - 1)) ? 4 : 0;
indices[offset + 0] = quad + 0;
indices[offset + 1] = quad + 1;
indices[offset + 2] = quad + 2;
indices[offset + 3] = quad + 2;
indices[offset + 4] = quad + 1;
indices[offset + 5] = quad + 3;
}
var indexObject = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_INT, 0);
glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
}
function runVerifiesTooManyIndicesTests() {
description("Tests that index validation for drawElements does not examine too many indices");
var program = loadStandardProgram(gl);
gl.useProgram(program);
var vertexObject = gl.createBuffer();
gl.enableVertexAttribArray(0);
gl.disableVertexAttribArray(1);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
// 4 vertices -> 2 triangles
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0,0, 0,1,0, 1,0,0, 1,1,0 ]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var indexObject = gl.createBuffer();
debug("Test out of range indices")
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([ 10000, 0, 1, 2, 3, 10000 ]), gl.STATIC_DRAW);
shouldGenerateGLError(gl, gl.NO_ERROR, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 4)");
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 0)");
shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_INT, 8)");
}
function runCrashWithBufferSubDataTests() {
debug('Verifies that the index validation code which is within bufferSubData does not crash.')
var elementBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 256, gl.STATIC_DRAW);
var data = new Uint32Array(127);
gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 64, data);
glErrorShouldBe(gl, gl.INVALID_VALUE, "after attempting to update a buffer outside of the allocated bounds");
testPassed("bufferSubData, when buffer object was initialized with null, did not crash");
}
debug("");
</script>
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