Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
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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 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL Instanced Arrays Conformance Tests</title>
12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
13 <script src="../../js/desktop-gl-constants.js"></script>
14 <script src="../../js/js-test-pre.js"></script>
15 <script src="../../js/webgl-test-utils.js"></script>
16 </head>
17 <body>
18 <div id="description"></div>
19 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
20 <div id="console"></div>
21 <!-- Shaders for testing instanced draws -->
22 <script id="outputVertexShader" type="x-shader/x-vertex">
23 attribute vec4 aPosition;
24 attribute vec2 aOffset;
25 attribute vec4 aColor;
26 varying vec4 vColor;
27 void main() {
28 vColor = aColor;
29 gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
31 </script>
33 <script id="outputFragmentShader" type="x-shader/x-fragment">
34 precision mediump float;
35 varying vec4 vColor;
36 void main() {
37 gl_FragColor = vColor;
39 </script>
41 <script>
42 "use strict";
43 description("This test verifies the functionality of Instanced Arrays.");
45 debug("");
47 var wtu = WebGLTestUtils;
48 var canvas = document.getElementById("canvas");
49 var gl = wtu.create3DContext(canvas, null, 2);
51 if (!gl) {
52 testFailed("WebGL context does not exist");
53 } else {
54 testPassed("WebGL context exists");
56 runDivisorTest();
57 runOutputTests();
58 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
61 function runDivisorTest() {
62 debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR");
64 shouldBe("gl.VERTEX_ATTRIB_ARRAY_DIVISOR", "0x88FE");
66 var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
68 for (var i = 0; i < max_vertex_attribs; ++i) {
69 var queried_value = gl.getVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_DIVISOR);
70 if(queried_value == 0){
71 testPassed("Vertex attribute " + i + " must has a default divisor of 0");
73 else{
74 testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
78 gl.vertexAttribDivisor(max_vertex_attribs, 2);
79 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisor index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
81 gl.vertexAttribDivisor(max_vertex_attribs-1, 2);
82 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisor index set less than MAX_VERTEX_ATTRIBS should succeed");
84 var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, gl.VERTEX_ATTRIB_ARRAY_DIVISOR);
85 if(queried_value == 2){
86 testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR matches expecation");
88 else{
89 testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR should be: 2, returned value was: " + queried_value);
93 function runOutputTests() {
94 var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
95 var instanceCount = 4;
97 debug("Testing various draws for valid built-in function behavior");
99 canvas.width = 50; canvas.height = 50;
100 gl.viewport(0, 0, canvas.width, canvas.height);
101 gl.clearColor(0, 0, 0, 0);
103 var positionLoc = 0;
104 var offsetLoc = 2;
105 var colorLoc = 3;
106 var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
108 var offsets = new Float32Array([
109 -1.0, 1.0,
110 1.0, 1.0,
111 -1.0, -1.0,
112 1.0, -1.0,
114 var offsetBuffer = gl.createBuffer();
115 gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
116 gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
117 gl.enableVertexAttribArray(offsetLoc);
118 gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
119 gl.vertexAttribDivisor(offsetLoc, 1);
121 var colors = new Float32Array([
122 1.0, 0.0, 0.0, 1.0, // Red
123 0.0, 1.0, 0.0, 1.0, // Green
124 0.0, 0.0, 1.0, 1.0, // Blue
125 1.0, 1.0, 0.0, 1.0, // Yellow
126 // extra data when colorLoc divisor is set back to 0
127 1.0, 1.0, 0.0, 1.0, // Yellow
128 1.0, 1.0, 0.0, 1.0, // Yellow
130 var colorBuffer = gl.createBuffer();
131 gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
132 gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
133 gl.enableVertexAttribArray(colorLoc);
134 gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
135 gl.vertexAttribDivisor(colorLoc, 1);
137 // Draw 1: Draw Non-indexed instances
138 debug("Testing drawArraysInstanced");
139 gl.clear(gl.COLOR_BUFFER_BIT);
140 wtu.setupUnitQuad(gl, 0);
142 // Test drawArraysInstanced error conditions
143 gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
144 wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
145 wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
146 wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
147 wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
149 gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, -1);
150 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a primcount less than 0");
152 gl.drawArraysInstanced(gl.TRIANGLES, 0, -1, instanceCount);
153 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a count less than 0");
155 gl.vertexAttribDivisor(positionLoc, 1);
156 gl.clear(gl.COLOR_BUFFER_BIT);
157 gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
158 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArraysInstanced");
159 gl.drawArrays(gl.TRIANGLES, 0, 6);
160 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArrays");
161 wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)");
162 gl.vertexAttribDivisor(positionLoc, 0);
164 gl.drawArraysInstanced(gl.POINTS, 0, 6, instanceCount);
165 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with POINTS should succeed");
166 gl.drawArraysInstanced(gl.LINES, 0, 6, instanceCount);
167 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINES should succeed");
168 gl.drawArraysInstanced(gl.LINE_LIST, 0, 6, instanceCount);
169 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINE_LIST should return succeed");
170 gl.drawArraysInstanced(gl.TRI_LIST, 0, 6, instanceCount);
171 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with TRI_LIST should succeed");
173 gl.drawArraysInstanced(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
174 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUAD_STRIP should return INVALID_ENUM");
175 gl.drawArraysInstanced(desktopGL['QUADS'], 0, 6, instanceCount);
176 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUADS should return INVALID_ENUM");
177 gl.drawArraysInstanced(desktopGL['POLYGON'], 0, 6, instanceCount);
178 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with POLYGON should return INVALID_ENUM");
180 debug("Testing drawArraysInstanced with param 'first' > 0");
181 gl.clear(gl.COLOR_BUFFER_BIT);
182 wtu.setupQuad(gl, {
183 positionLocation: 0,
184 scale: 0.5
186 var offsetsHalf = new Float32Array([
187 -0.5, 0.5,
188 0.5, 0.5,
189 -0.5, -0.5,
190 0.5, -0.5
192 gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
193 gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW);
195 gl.drawArraysInstanced(gl.TRIANGLES, 3, 3, instanceCount);
196 var w = Math.floor(0.25*canvas.width),
197 h = Math.floor(0.25*canvas.height);
198 wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]);
199 wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]);
200 wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]);
201 wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
203 debug("Testing drawArraysInstanced with attributes 'divisor' reset to 0");
204 debug("Correct rendering output: 4 yellow triangles");
205 debug("Possible incorrect rendering output: missing triangles, or triangles with different color at each vertex");
206 gl.vertexAttribDivisor(colorLoc, 0);
207 gl.clear(gl.COLOR_BUFFER_BIT);
208 gl.drawArraysInstanced(gl.TRIANGLES, 3, 3, instanceCount);
209 wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
210 wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
211 wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [255, 255, 0, 255]);
212 wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
213 gl.vertexAttribDivisor(colorLoc, 1);
215 wtu.setupUnitQuad(gl, 0);
216 gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
217 gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
219 // Draw 2: Draw indexed instances
220 debug("Testing drawElementsInstanced");
221 gl.clear(gl.COLOR_BUFFER_BIT);
222 wtu.setupIndexedQuad(gl, 1, 0);
223 gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
224 wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
225 wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
226 wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
227 wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
229 // Test drawElementsInstanced error conditions
230 gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
231 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a primcount less than 0");
233 gl.drawElementsInstanced(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
234 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a count less than 0");
236 gl.vertexAttribDivisor(positionLoc, 1);
237 gl.clear(gl.COLOR_BUFFER_BIT);
238 gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
239 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElementsInstanced");
240 gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
241 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElements");
242 wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)");
243 gl.vertexAttribDivisor(positionLoc, 0);
245 gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
246 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with UNSIGNED_BYTE should succeed");
248 gl.drawElementsInstanced(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
249 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with POINTS should succeed");
250 gl.drawElementsInstanced(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
251 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINES should succeed");
252 gl.drawElementsInstanced(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
253 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINE_LIST should return succeed");
254 gl.drawElementsInstanced(gl.TRI_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
255 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with TRI_LIST should succeed");
257 gl.drawElementsInstanced(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
258 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUAD_STRIP should return INVALID_ENUM");
259 gl.drawElementsInstanced(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
260 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUADS should return INVALID_ENUM");
261 gl.drawElementsInstanced(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
262 wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with POLYGON should return INVALID_ENUM");
265 debug("");
266 var successfullyParsed = true;
267 </script>
268 <script src="../../js/js-test-post.js"></script>
270 </body>
271 </html>