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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Simultaneous binding</title>
<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>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in float in_value;
in float in_value2;
out float out_value;
void main() {
out_value = in_value * 2.;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 dummy;
uniform UniformBlock {
float fragment_value;
};
void main() {
dummy = vec4(fragment_value);
}
</script>
<script>
"use strict";
description("This test verifies that access to a buffer simultaneously bound to TRANSFORM_FEEDBACK_BUFFER and another binding point is forbidden.");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
}
function drawWithFeedbackBound(gl, drawFunction, prog, vao, tf, enableFeedback) {
gl.useProgram(prog);
gl.bindVertexArray(vao);
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
if (enableFeedback) gl.beginTransformFeedback(gl.POINTS);
let error = gl.getError();
if (error != gl.NO_ERROR) testFailed("Unexpected error before drawing: " + error)
drawFunction();
if (enableFeedback) gl.endTransformFeedback();
gl.bindVertexArray(null);
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
}
function createBuffer(gl, dataOrSize) {
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, dataOrSize, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return buf;
}
function createVAO(gl, vertexBuffer, vertexBuffer2, indexBuffer) {
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 1, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
gl.vertexAttribDivisor(1, 2);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindVertexArray(null);
return vao;
}
const prog = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"],
["out_value"], gl.SEPARATE_ATTRIBS,
["in_value", "in_value2"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "linking transform feedback shader should not set an error");
const vertexBuffer = createBuffer(gl, new Float32Array([1, 2, 3, 4]));
const vertexBuffer2 = createBuffer(gl, new Float32Array([1, 2, 3, 4]));
const vertexBuffer3 = createBuffer(gl, new Float32Array([1, 2, 3, 4]));
const indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array([0, 1, 2, 3]), gl.STATIC_DRAW);
const tfBuffer = createBuffer(gl, new Float32Array([0, 0, 0, 0]));
const vao = createVAO(gl, vertexBuffer, vertexBuffer2, indexBuffer);
// This tests that having a transform feedback buffer bound in an unbound VAO
// does not affect anything.
const unboundVao = createVAO(gl, tfBuffer, tfBuffer, indexBuffer);
const tf = gl.createTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.useProgram(prog);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer);
// this binds the default (id = 0) TRANSFORM_FEEBACK buffer
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
const uniformBuffer = createBuffer(gl, new Float32Array([1, 0, 0, 0]));
const ubi = gl.getUniformBlockIndex(prog, "UniformBlock");
gl.uniformBlockBinding(prog, ubi, 0);
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformBuffer);
const drawFunctions = [
[
()=>gl.drawArrays(gl.POINTS, 0, 4),
()=>gl.drawElements(gl.POINTS, 4, gl.UNSIGNED_SHORT, 0),
],
[
()=>gl.drawArraysInstanced(gl.POINTS, 0, 4, 1),
()=>gl.drawElementsInstanced(gl.POINTS, 4, gl.UNSIGNED_SHORT, 0, 1),
],
[
()=>gl.drawArrays(gl.POINTS, 0, 4),
()=>gl.drawRangeElements(gl.POINTS, 0, 3, 4, gl.UNSIGNED_SHORT, 0),
],
];
for (let [drawArrays, drawElements] of drawFunctions) {
debug("<h3>With draw functions " + drawArrays + " and " + drawElements + "</h3>");
debug("<hr/>Test baseline");
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 16, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bufferData to TRANSFORM_FEEDBACK_BUFFER");
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "transform feedback should be successful");
drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements should be successful");
const expected = [2, 4, 6, 8];
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer);
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected);
debug("<hr/>Test ARRAY_BUFFER");
// this should fail because the transform feedback's buffer #0 and the
// badVao's buffer #0 are the same buffer
const badVao = createVAO(gl, tfBuffer, vertexBuffer2, indexBuffer);
drawWithFeedbackBound(gl, drawArrays, prog, badVao, tf, false);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: buffer used as vertex attrib and tf simultaneously");
drawWithFeedbackBound(gl, drawElements, prog, badVao, tf, false);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: buffer used as vertex attrib and tf simultaneously");
drawWithFeedbackBound(gl, drawArrays, prog, badVao, tf, true);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "buffer used as vertex attrib and tf simultaneously");
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer);
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected, "should be the same as before as nothing has executed");
debug("<hr/>Test UNIFORM_BUFFER");
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, tfBuffer);
gl.bindBuffer(gl.UNIFORM_BUFFER, null); // tfBuffer is still bound at index 0
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: buffer used as uniform buffer and tf simultaneously");
drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: buffer used as uniform buffer and tf simultaneously");
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "buffer used as uniform buffer and tf simultaneously");
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformBuffer);
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays: tf buffer not used as uniform buffer anymore");
drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements: tf buffer not used as uniform buffer anymore");
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "tf buffer not used as uniform buffer anymore");
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
const tfBuffer2 = createBuffer(gl, Float32Array.BYTES_PER_ELEMENT * 4);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer2);
drawWithFeedbackBound(gl, drawArrays, prog, badVao, tf);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "buffer is no longer bound for transform feedback");
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer);
debug("<hr/>Test TF buffer bound to target unused by draw");
// Even if the TF buffer is bound to a target that's not used by the draw, it's
// still an error.
gl.bindBuffer(gl.COPY_READ_BUFFER, tfBuffer);
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "tf enabled");
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays: tf disabled");
drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements: tf disabled");
gl.bindBuffer(gl.COPY_READ_BUFFER, null);
debug("<hr/>Test TF buffer bound to disabled vertex attrib");
// Having a TF buffer bound to a disabled vertex attrib should not be an error
// when TF is not enabled, because the buffer is not used.
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, tfBuffer);
gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0);
gl.disableVertexAttribArray(2);
gl.bindVertexArray(null);
drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "tf disabled, draw should succeed");
drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "tf disabled, draw should succeed");
// Remove the TF buffer binding from the VAO after the test.
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer3);
gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0);
gl.disableVertexAttribArray(2);
gl.bindVertexArray(null);
}
debug("<h3>Non-drawing tests</h3>");
debug("<hr/>Test PIXEL_UNPACK_BUFFER");
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, vertexBuffer);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "PIXEL_UNPACK_BUFFER is not bound for transform feedback");
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, tfBuffer);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "PIXEL_UNPACK_BUFFER is bound for transform feedback");
gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, null);
debug("<hr/>Test PIXEL_PACK_BUFFER");
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, vertexBuffer);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "PIXEL_PACK_BUFFER is not bound for transform feedback");
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, tfBuffer);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "PIXEL_PACK_BUFFER is bound for transform feedback");
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null)
debug("<hr/>Test bufferData family");
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 16, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bufferData to TRANSFORM_FEEDBACK_BUFFER");
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, null) // tfBuffer is still bound at index 0
gl.bindBuffer(gl.COPY_WRITE_BUFFER, tfBuffer);
gl.bufferData(gl.COPY_WRITE_BUFFER, 16, gl.STATIC_DRAW);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bufferData with double bound buffer");
gl.bufferSubData(gl.COPY_WRITE_BUFFER, 0, new Uint8Array([0]));
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bufferSubData with double bound buffer");
gl.getBufferSubData(gl.COPY_WRITE_BUFFER, 0, new Uint8Array([0]), 0, 1);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "getBufferSubData with double bound buffer");
gl.bindBuffer(gl.COPY_READ_BUFFER, vertexBuffer);
gl.copyBufferSubData(gl.COPY_WRITE_BUFFER, gl.COPY_READ_BUFFER, 0, 0, 1);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "copyBufferSubData with double bound buffer");
gl.copyBufferSubData(gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, 1);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "copyBufferSubData with double bound buffer");
finishTest();
</script>
</body>
</html>