Backed out changeset b462e7b742d8 (bug 1908261) for causing multiple reftest failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance / attribs / gl-vertexattribpointer-offsets.html
blob3cb8bd84a6569275499d3e43b3eefefffcc3570c
1 <!--
2 Copyright (c) 2019 The Khronos Group Inc.
3 Use of this source code is governed by an MIT-style license that can be
4 found in the LICENSE.txt file.
5 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>vertexattribpointer offsets test</title>
12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
13 <script src="../../js/js-test-pre.js"></script>
14 <script src="../../js/webgl-test-utils.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="50" height="50">
18 There is supposed to be an example drawing here, but it's not important.
19 </canvas>
20 <div id="description"></div>
21 <div id="console"></div>
22 <script id="vshader" type="x-shader/x-vertex">
23 attribute vec4 vPosition;
24 void main()
26 gl_Position = vPosition;
28 </script>
30 <script id="fshader" type="x-shader/x-fragment">
31 precision mediump float;
32 uniform vec4 color;
33 void main()
35 gl_FragColor = color;
37 </script>
39 <script>
40 "use strict";
41 function init()
43 description("test vertexattribpointer offsets work");
45 var wtu = WebGLTestUtils;
46 var gl = wtu.create3DContext("example");
47 var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
49 var tests = [
50 { data: new Float32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
51 type: gl.FLOAT,
52 componentSize: 4,
53 normalize: false,
55 { data: new Uint16Array([ 0, 32767, 0, 32767, 0, 0, 0, 0, 0]),
56 type: gl.SHORT,
57 componentSize: 2,
58 normalize: true,
60 { data: new Uint16Array([ 0, 65535, 0, 65535, 0, 0, 0, 0, 0 ]),
61 type: gl.UNSIGNED_SHORT,
62 componentSize: 2,
63 normalize: true,
65 { data: new Uint16Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
66 type: gl.UNSIGNED_SHORT,
67 componentSize: 2,
68 normalize: false,
70 { data: new Uint16Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
71 type: gl.SHORT,
72 componentSize: 2,
73 normalize: false,
75 { data: new Uint8Array([ 0, 127, 0, 127, 0, 0, 0, 0, 0 ]),
76 type: gl.BYTE,
77 componentSize: 1,
78 normalize: true,
80 { data: new Uint8Array([ 0, 255, 0, 255, 0, 0, 0, 0, 0 ]),
81 type: gl.UNSIGNED_BYTE,
82 componentSize: 1,
83 normalize: true,
85 { data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
86 type: gl.BYTE,
87 componentSize: 1,
88 normalize: false,
90 { data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
91 type: gl.UNSIGNED_BYTE,
92 componentSize: 1,
93 normalize: false,
97 if (wtu.getDefault3DContextVersion() >= 2) {
98 tests.push(...[
99 { data: new Int32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0]),
100 type: gl.INT,
101 componentSize: 4,
102 normalize: false,
104 { data: new Int32Array([ 0, 2147483647, 0, 2147483647, 0, 0, 0, 0, 0]),
105 type: gl.INT,
106 componentSize: 4,
107 normalize: true,
109 { data: new Uint32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0]),
110 type: gl.UNSIGNED_INT,
111 componentSize: 4,
112 normalize: false,
114 { data: new Uint32Array([ 0, 4294967295, 0, 4294967295, 0, 0, 0, 0, 0]),
115 type: gl.UNSIGNED_INT,
116 componentSize: 4,
117 normalize: true,
119 { data: new Uint16Array([ 0, 0b11110000000000, 0, 0b11110000000000, 0, 0, 0, 0, 0]),
120 type: gl.HALF_FLOAT,
121 componentSize: 2,
122 normalize: false,
124 { data: new Uint16Array([ 0, 0b11110000000000, 0, 0b11110000000000, 0, 0, 0, 0, 0]),
125 type: gl.HALF_FLOAT,
126 componentSize: 2,
127 normalize: false,
132 var vertexObject = gl.createBuffer();
133 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
134 gl.bufferData(gl.ARRAY_BUFFER, 1024, gl.STATIC_DRAW);
135 gl.enableVertexAttribArray(0);
137 var colorLoc = gl.getUniformLocation(program, "color");
138 var kNumVerts = 3;
139 var kNumComponents = 3;
141 var count = 0;
142 for (var tt = 0; tt < tests.length; ++tt) {
143 var test = tests[tt];
144 for (var oo = 0; oo < 3; ++oo) {
145 for (var ss = 0; ss < 3; ++ss) {
146 var offset = (oo + 1) * test.componentSize;
147 var color = (count % 2) ? [1, 0, 0, 1] : [0, 1, 0, 1];
148 var stride = test.componentSize * kNumComponents + test.componentSize * ss;
149 debug("");
150 debug("check with " + wtu.glEnumToString(gl, test.type) + " at offset: " + offset + " with stride:" + stride + " normalize: " + test.normalize);
151 gl.uniform4fv(colorLoc, color);
152 var data = new Uint8Array(test.componentSize * kNumVerts * kNumComponents + stride * (kNumVerts - 1));
153 var view = new Uint8Array(test.data.buffer);
154 var size = test.componentSize * kNumComponents;
155 for (var jj = 0; jj < kNumVerts; ++jj) {
156 var off1 = jj * size;
157 var off2 = jj * stride;
158 for (var zz = 0; zz < size; ++zz) {
159 data[off2 + zz] = view[off1 + zz];
162 gl.bufferSubData(gl.ARRAY_BUFFER, offset, data);
163 gl.vertexAttribPointer(0, 3, test.type, test.normalize, stride, offset);
164 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
165 gl.drawArrays(gl.TRIANGLES, 0, 3);
167 var buf = new Uint8Array(50 * 50 * 4);
168 gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
170 var black = [0, 0, 0, 0];
171 var other = [color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255];
172 var otherMsg = "should be " + ((count % 2) ? "red" : "green")
173 wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, "should be black", 0);
174 wtu.checkCanvasRect(gl, 0, 49, 1, 1, black, "should be black", 0);
175 wtu.checkCanvasRect(gl, 26, 40, 1, 1, other, otherMsg, 0);
176 wtu.checkCanvasRect(gl, 26, 27, 1, 1, other, otherMsg, 0);
177 wtu.checkCanvasRect(gl, 40, 27, 1, 1, other, otherMsg, 0);
178 ++count;
184 init();
185 var successfullyParsed = true;
186 </script>
187 <script src="../../js/js-test-post.js"></script>
189 </body>
190 </html>