Backed out changeset 8fc3326bce7f (bug 1943032) for causing failures at browser_tab_g...
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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 -->
6 <!DOCTYPE html>
7 <html>
8 <head>
9 <meta charset="utf-8">
10 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
11 <script src="../../js/js-test-pre.js"></script>
12 <script src="../../js/webgl-test-utils.js"></script>
13 <title>WebGL Out-of-Bounds Index Buffer Conformance Test</title>
14 </head>
15 <body>
16 <canvas id="canvas" width="8" height="8" style="width: 100px; height: 100px;"></canvas>
17 <div id="description"></div>
18 <div id="console"></div>
19 <script id="vsCheckOutOfBounds" type="x-shader/x-vertex">
20 precision mediump float;
21 attribute vec2 position;
22 attribute vec4 vecRandom;
23 varying vec4 v_color;
25 // Per the spec, each component can either contain existing contents
26 // of the buffer or 0.
27 bool testFloatComponent(float component) {
28 return (component == 0.2 || component == 0.0);
30 // The last component is additionally allowed to be 1.0.
31 bool testLastFloatComponent(float component) {
32 return testFloatComponent(component) || component == 1.0;
35 void main() {
36 if (testFloatComponent(vecRandom.x) &&
37 testFloatComponent(vecRandom.y) &&
38 testFloatComponent(vecRandom.z) &&
39 testLastFloatComponent(vecRandom.w)) {
40 v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good
41 } else {
42 v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value
44 gl_Position = vec4(position, 0.0, 1.0);
46 </script>
47 <script>
48 "use strict";
49 description("This test verifies that out-of-bounds index buffers behave according to spec.");
51 // Prepare an element array buffer that indexes out-of-bounds beginning with the start index passed in.
52 // Ensure that drawElements flags either no error or INVALID_OPERATION. In the case of INVALID_OPERATION,
53 // no canvas pixels can be touched. In the case of NO_ERROR, all written values must either be the
54 // zero vertex or a value in the vertex buffer. See vsCheckOutOfBounds shader.
55 function drawAndVerifyOutOfBoundsIndex(gl, startIndex) {
56 gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched.
57 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
59 prepareElementArrayBuffer(gl, /*StartIndex*/startIndex);
61 gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0);
62 var error = gl.getError();
63 if (error === gl.INVALID_OPERATION) {
64 testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched.");
65 wtu.checkCanvas(gl, [0, 0, 255, 255]);
66 } else if (error === gl.NO_ERROR) {
67 testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green.");
68 wtu.checkCanvas(gl, [0, 255, 0, 255]);
69 } else {
70 testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR");
74 // Create an element array buffer with a tri-strip that starts at startIndex and make
75 // it the active element array buffer.
76 function prepareElementArrayBuffer(gl, startIndex) {
77 var glElementArrayBuffer = gl.createBuffer();
78 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, glElementArrayBuffer);
79 var quadIndices = new Uint16Array(4);
80 for (var i = 0; i < quadIndices.length; i++) {
81 quadIndices[i] = startIndex + i;
83 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, quadIndices, gl.STATIC_DRAW);
87 var wtu = WebGLTestUtils;
88 var canvas = document.getElementById("canvas");
89 var gl = wtu.create3DContext(canvas, {antialias: false});
91 var numberOfQuads = 200;
93 // Create a vertex buffer with 200 properly formed tri-strip quads. These quads will cover the canvas texture
94 // such that every single pixel is touched by the fragment shader.
95 var glQuadBuffer = gl.createBuffer();
96 gl.bindBuffer(gl.ARRAY_BUFFER, glQuadBuffer);
97 var quadPositions = new Float32Array(numberOfQuads * /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4);
98 for (var i = 0; i < quadPositions.length; i += /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4) {
99 quadPositions[i+0] = -1.0; // upper left
100 quadPositions[i+1] = 1.0;
101 quadPositions[i+2] = 1.0; // upper right
102 quadPositions[i+3] = 1.0;
103 quadPositions[i+4] = -1.0; // lower left
104 quadPositions[i+5] = -1.0;
105 quadPositions[i+6] = 1.0; // lower right
106 quadPositions[i+7] = -1.0;
108 gl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW);
109 gl.enableVertexAttribArray(0);
110 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
112 // Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer will be
113 // the one indexed off the end.
114 var glVertexBuffer = gl.createBuffer();
115 gl.bindBuffer(gl.ARRAY_BUFFER, glVertexBuffer);
116 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2]), gl.STATIC_DRAW);
117 gl.enableVertexAttribArray(1);
118 gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
120 // Setup the verification program.
121 var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]);
122 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should not generate errors");
124 debug("Test -- Index off the end of the vertex buffer near the beginning of the out of bounds area.");
125 drawAndVerifyOutOfBoundsIndex(gl, /*StartIndex*/4);
127 debug("");
129 debug("Test -- Index off the end of the vertex buffer near the end of the out of bounds area.")
130 drawAndVerifyOutOfBoundsIndex(gl, /*StartIndex*/numberOfQuads - 4);
132 var successfullyParsed = true;
133 </script>
134 <script src="../../js/js-test-post.js"></script>
135 </body>
136 </html>