| <!-- |
| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
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| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
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| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
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| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../resources/js-test-pre.js"></script> |
| <script src="../resources/webgl-test.js"></script> |
| <script src="../resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec3 aOne; |
| attribute vec2 aTwo; |
| void main() { |
| gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment"> |
| void main() { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |
| </script> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script> |
| "use strict"; |
| description("Test of drawArrays with out-of-bounds parameters"); |
| |
| var wtu = WebGLTestUtils; |
| var context = wtu.create3DContext(); |
| var program = wtu.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 = wtu.setupProgram(context, ["vshader", "fshader"], [ "aOne", "aTwo" ]); |
| if (!program2) { |
| testFailed("failed to create test program"); |
| } |
| |
| 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("") |
| var successfullyParsed = true; |
| </script> |
| |
| <script src="../../resources/js-test-post.js"></script> |
| </body> |
| </html> |