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/*
** Copyright (c) 2015 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
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** 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="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script id='vshader' type='x-shader/x-vertex'>#version 300 es
layout(location=0) in ivec2 p;
layout(location=1) in ivec4 a;
void main()
{
gl_Position = vec4(p.x + a.x + a.y + a.z + a.w, p.y, 0.0, 10.0);
}
</script>
<script id='vshader_unsigned' type='x-shader/x-vertex'>#version 300 es
layout(location=0) in ivec2 p;
layout(location=1) in uvec4 a;
void main()
{
gl_Position = vec4(p.x + int(a.x + a.y + a.z + a.w), p.y, 0.0, 10.0);
}
</script>
<script id='fshader' type='x-shader/x-fragment'>#version 300 es
precision mediump float;
layout(location=0) out vec4 oColor;
void main()
{
oColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>
<script>
"use strict";
function checkRedPortion(gl, w, low, high) {
var buf = new Uint8Array(w * w * 4);
gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
var i = 0;
for (; i < w; ++i) {
if (buf[i * 4 + 0] == 255 && buf[i * 4 + 1] == 0 && buf[i * 4 + 2] == 0 && buf[i * 4 + 3] == 255) {
break;
}
}
return low <= i && i <= high;
}
function runTest() {
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext('testbed', { preserveDrawingBuffer : true }, 2);
if (!gl) {
testFailed('could not create context');
return;
}
var program = wtu.setupProgram(gl, ['vshader', 'fshader']);
var program_unsigned = wtu.setupProgram(gl, ['vshader_unsigned', 'fshader']);
gl.enableVertexAttribArray(0);
var pos = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pos);
gl.bufferData(gl.ARRAY_BUFFER, new Int32Array([-10, -10, 10, -10, -10, 10, 10, 10]), gl.STATIC_DRAW);
gl.vertexAttribIPointer(0, 2, gl.INT, 4 * 2, 0);
debug('Test vertexAttribI4[ui][v] by setting different combinations that add up to 15 and use that when rendering.');
var vals = [[2, -3, 6, 10], [1, 3, 1, 10], [-10, 3, 2, 20], [5, 6, 2, 2]];
var tests = ['vertexAttribI4i', 'vertexAttribI4ui', 'vertexAttribI4iv', 'vertexAttribI4uiv'];
for (var ii = 0; ii < 4; ++ii) {
if (ii % 2 == 0) {
gl.useProgram(program);
} else {
gl.useProgram(program_unsigned);
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (ii < 2) {
gl[tests[ii]](1, vals[ii][0], vals[ii][1], vals[ii][2], vals[ii][3]);
} else {
gl[tests[ii]](1, vals[ii]);
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
if (checkRedPortion(gl, 50, 50 * 0.7, 50 * 0.8)) {
testPassed('Attribute of ' + tests[ii] + ' was set correctly');
} else {
testFailed('Attribute of ' + tests[ii] + ' was not set correctly');
}
}
}
</script>
</head>
<body>
<canvas id="testbed" width="50" height="50"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description('Verify that using constant attributes for vertexAttribI* works.');
runTest();
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>