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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>bufferData with DYNAMIC_DRAW and delay between updating data</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> |
| <canvas id="canvas" width="50" height="50"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec2 a_position; |
| attribute vec2 a_color; |
| varying vec2 v_color; |
| void main() |
| { |
| gl_Position = vec4(a_position, 0.0, 1.0); |
| v_color = a_color; |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| varying vec2 v_color; |
| void main() |
| { |
| gl_FragColor = vec4(v_color, 0.0, 1.0); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| description("Verifies that bufferData with DYNAMIC_DRAW updates the vertex attribute when there is a significant delay between updating the buffer."); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("canvas"); |
| var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position", "a_color"]); |
| |
| // Initialize position vertex attribute to draw a square covering the entire canvas. |
| var positionBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| -1.0, 1.0, |
| 1.0, 1.0, |
| -1.0, -1.0, |
| 1.0, -1.0 |
| ]), gl.DYNAMIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); |
| |
| // Initialize color vertex attribute to red. |
| var colorBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 1.0, 0.0, |
| 1.0, 0.0, |
| 1.0, 0.0, |
| 1.0, 0.0, |
| ]), gl.DYNAMIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after setup"); |
| |
| // Fill the canvas with red |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after first drawArrays"); |
| |
| wtu.checkCanvasRect(gl, 0, 0, 50, 50, [255, 0, 0, 255], "Canvas should be red after the first drawArrays"); |
| |
| // With the buffer set to DYNAMIC_DRAW, Angle internally changes the storage type of the vertex attribute from DYNAMIC to DIRECT |
| // if the buffer has not been updated after ~4-5 draw calls. When the buffer is eventually updated, the vertex attribute |
| // is updated back to DYNAMIC, but there was a bug in Angle where the data is not marked as dirty. The result is that the |
| // vertex data is not updated with the new buffer data. This test verifies that the vertex data is updated. |
| var iteration = 0; |
| function draw() { |
| // Draw 10 times to ensure that the vertex attribute storage type is changed. |
| if (iteration < 10) { |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 2); |
| requestAnimationFrame(draw); |
| } |
| else { |
| // Update the buffer bound to the color vertex attribute to green and draw. |
| gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| 0.0, 1.0, |
| 0.0, 1.0, |
| 0.0, 1.0, |
| 0.0, 1.0, |
| ]), gl.DYNAMIC_DRAW); |
| gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after last drawArrays"); |
| |
| wtu.checkCanvasRect(gl, 0, 0, 50, 50, [0, 255, 0, 255], "Canvas should be green after 10 frames"); |
| |
| finishTest(); |
| } |
| |
| iteration++; |
| } |
| |
| requestAnimationFrame(draw); |
| |
| </script> |
| </body> |
| </html> |