Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / vertex_arrays / vertex-array-object-and-disabled-attributes.html
blob08abba728c855a0e9d6c4d3fac92e4a963dc81dc
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 2 Disabled Vertex Array Object and Disabled Attributes 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 </canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script id="singlevshader" type="x-shader/x-vertex">
22 attribute vec4 position;
23 void main() {
24 gl_Position = position;
26 </script>
28 <script id="singlefshader" type="x-shader/x-fragment">
29 void main() {
30 gl_FragColor = vec4(1, 0, 0, 1);
32 </script>
33 <script id="dualvshader" type="x-shader/x-vertex">#version 300 es
34 in vec4 position;
35 in vec4 color;
36 out vec4 varyColor;
37 void main() {
38 gl_Position = position;
39 varyColor = color;
41 </script>
42 <script id="dualfshader" type="x-shader/x-fragment">#version 300 es
43 precision mediump float;
44 in vec4 varyColor;
45 out vec4 colorOut;
46 void main() {
47 colorOut = varyColor;
49 </script>
51 <script>
52 // Test that switching VAOs keeps the disabled "current value" attributes up-to-date.
53 // Based on ANGLE test (StateChangeTestES3, VertexArrayObjectAndDisabledAttributes) from https://github.com/google/angle/blob/f7f0b8c3ab21c52cc2915048959361cf628d95f0/src/tests/gl_tests/StateChangeTest.cpp
54 "use strict";
55 var wtu = WebGLTestUtils;
56 description();
58 var gl = wtu.create3DContext("example", undefined, 2);
60 // Location of "position" attribute must match between shaders.
61 var singleProgram = wtu.setupProgram(gl, ['singlevshader', 'singlefshader'], ['position'], [0]);
62 var dualProgram = wtu.setupProgram(gl, ['dualvshader', 'dualfshader'], ['position'], [0]);
64 var positionLocation = gl.getAttribLocation(dualProgram, "position");
65 var colorLocation = gl.getAttribLocation(dualProgram, "color");
66 var singlePositionLocation = gl.getAttribLocation(singleProgram, "position");
69 gl.useProgram(singleProgram);
71 var positions = new Float32Array([
72 -1, 1,
73 -1, -1,
74 1, -1,
75 -1, 1,
76 1, -1,
77 1, 1
78 ]);
80 var positionBuffer = gl.createBuffer();
81 gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
82 gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
84 var vertexArray = gl.createVertexArray();
85 gl.bindVertexArray(vertexArray);
87 gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
88 gl.vertexAttribPointer(singlePositionLocation, 2, gl.FLOAT, false, 0, 0);
89 gl.enableVertexAttribArray(singlePositionLocation);
91 gl.drawArrays(gl.TRIANGLES, 0, 6);
92 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
93 wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red");
95 gl.bindVertexArray(null);
96 gl.useProgram(dualProgram);
97 gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
98 gl.enableVertexAttribArray(positionLocation);
100 var greenBuffer = gl.createBuffer();
101 var green = new Uint8Array(4 * 6);
103 for (var i = 0; i < 6; ++i) {
104 var ci = i * 4;
106 green[ci] = 0;
107 green[ci + 1] = 255;
108 green[ci + 2] = 0;
109 green[ci + 3] = 255;
112 gl.bindBuffer(gl.ARRAY_BUFFER, greenBuffer);
113 gl.bufferData(gl.ARRAY_BUFFER, green, gl.STATIC_DRAW);
114 gl.vertexAttribPointer(colorLocation, 4, gl.UNSIGNED_BYTE, true, 0, 0);
115 gl.enableVertexAttribArray(colorLocation);
117 gl.drawArrays(gl.TRIANGLES, 0, 6);
118 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
119 wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
121 gl.bindVertexArray(vertexArray);
122 gl.drawArrays(gl.TRIANGLES, 0, 6);
123 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
124 wtu.checkCanvas(gl, [0, 0, 0, 255], "should be black");
126 var successfullyParsed = true;
127 </script>
128 <script src="../../js/js-test-post.js"></script>
130 </body>
131 </html>