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1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
2 "http://www.w3.org/TR/html4/loose.dtd">
3 <html>
4 <head>
5 <title>WebGL array bounds clamping conformance test.</title>
6 <script src="../../../resources/js-test.js"></script>
7 <script src="resources/webgl-test.js"> </script>
8 </head>
9 <body>
10 <canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
11 <div id="description"></div>
12 <div id="console"></div>
13 <script id="vshader" type="x-shader/x-vertex">
14 #ifdef GL_ES
15 precision highp float;
16 #endif
17 attribute vec4 vPosition;
18 attribute float index;
19 uniform float shades[8];
20 varying vec4 texColor;
21 void main()
23 gl_Position = vPosition;
24 texColor = vec4(shades[int(index)], 0, 0, 1.0);
26 </script>
28 <script id="fshader" type="x-shader/x-fragment">
29 #ifdef GL_ES
30 precision highp float;
31 #endif
32 varying vec4 texColor;
33 void main()
35 gl_FragColor = texColor;
37 </script>
39 <script>
40 function init()
42 if (window.initNonKhronosFramework)
43 window.initNonKhronosFramework(false);
45 debug("Checks that array access in a shader can not read out of bounds");
46 debug("");
48 gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "index" ],
49 [ 1, 1, 1, 1 ], 1);
51 gl.disable(gl.DEPTH_TEST);
52 gl.disable(gl.BLEND);
54 var vertexObject = gl.createBuffer();
55 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
56 gl.bufferData(gl.ARRAY_BUFFER,
57 new Float32Array([ -1,1,0, 1,1,0, -1,-1,0,
58 -1,-1,0, 1,1,0, 1,-1,0 ]),
59 gl.STATIC_DRAW);
60 gl.enableVertexAttribArray(0);
61 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
63 var vertexObject = gl.createBuffer();
64 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
65 gl.bufferData(gl.ARRAY_BUFFER,
66 // Create an array that exercises well outside the
67 // limits on each side, near the limits, and the
68 // exact limits.
69 // This should be clamped to [0, 0, 0, 7, 7, 7]
70 new Float32Array([ -123456789, -1, 0, 7, 8, 123456789]),
71 gl.STATIC_DRAW);
72 gl.enableVertexAttribArray(1);
73 gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
75 var loc = gl.getUniformLocation(gl.program, "shades");
76 gl.uniform1fv(loc, [0.25, 0.5, 0, 0, 0, 0, 0.75, 1]);
78 checkRedValue(0, 38, 64, "Top left corner should clamp to index 0");
79 checkRedValue(37, 38, 64, "Inside top right corner should clamp to index 0");
80 checkRedValue(0, 1, 64, "Inside bottom left corner should clamp to index 0");
82 checkRedValue(38, 0, 255, "Bottom right corner should clamp to index 7");
83 checkRedValue(3, 1, 255, "Outside bottom left corner should clamp to index 7");
84 checkRedValue(38, 37, 255, "Outside top right corner should clamp to index 7");
86 function checkRedValue(x, y, value, msg) {
87 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
88 gl.drawArrays(gl.TRIANGLES, 0, 6);
89 gl.flush();
90 var buf = new Uint8Array(4);
91 gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
92 if (buf[0] != value || buf[1] != 0 || buf[2] != 0 || buf[3] != 255) {
93 debug('expected: rgb(' + value + ', 0, 0, 255) was rgb(' + buf[0] + ', ' + buf[1] + ', ' + buf[2] + ', ' + buf[3] + ')');
94 testFailed(msg);
95 return;
97 testPassed(msg);
101 init();
102 </script>
103 </body>
104 </html>