blob: 79143083a542a505018c4ca9e2e0125261a1c67b [file] [log] [blame]
<!DOCTYPE html>
<html>
<head>
<title>WebGL Enable Vertex Attrib Zero Test</title>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"> </script>
<script src="resources/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main()
{
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
}
</script>
<script>
description("Test some of the issues of the difference between attrib 0 on OpenGL vs WebGL");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");
var gl = wtu.create3DContext(canvas);
function setup(numVerts, attribIndex) {
var program = wtu.setupProgram(
gl,
[wtu.loadShaderFromScript(gl, 'vshader', gl.VERTEX_SHADER),
wtu.loadShaderFromScript(gl, 'fshader', gl.FRAGMENT_SHADER)],
['vPosition'], [attribIndex]);
// draw with something on attrib zero with a small number of vertices
var vertexObject = gl.createBuffer();
g_program = program;
g_attribLocation = attribIndex;
shouldBe("g_attribLocation", "gl.getAttribLocation(g_program, 'vPosition')");
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER, new Float32Array(numVerts * 3), gl.STATIC_DRAW);
gl.vertexAttribPointer(attribIndex, 3, gl.FLOAT, false, 0, 0);
var indices = new Uint16Array(numVerts);
for (var ii = 0; ii < numVerts; ++ii) {
indices[ii] = ii;
}
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return program;
}
var p1 = setup(3, 0);
var p2 = setup(60000, 3);
for (var ii = 0; ii < 5; ++ii) {
gl.useProgram(p1);
gl.enableVertexAttribArray(0);
gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);
glErrorShouldBe(
gl, gl.NO_ERROR,
"drawing using attrib 0 with 3 verts");
gl.useProgram(p2);
gl.enableVertexAttribArray(3);
gl.drawArrays(gl.LINES, 0, 60000);
glErrorShouldBe(
gl, gl.NO_ERROR,
"drawing using attrib 3 with 60000 verts");
}
wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be 0, 0, 0, 0");
</script>
</body>
</html>