Index: third_party/webgl/sdk/tests/conformance/rendering/draw-arrays-out-of-bounds.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/rendering/draw-arrays-out-of-bounds.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/rendering/draw-arrays-out-of-bounds.html (revision 0) |
@@ -0,0 +1,136 @@ |
+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+ |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<link rel="stylesheet" href="../../resources/js-test-style.css"/> |
+<script src="../../resources/js-test-pre.js"></script> |
+<script src="../resources/webgl-test.js"></script> |
+</head> |
+<body> |
+<div id="description"></div> |
+<div id="console"></div> |
+ |
+<script> |
+description("Test of drawArrays with out-of-bounds parameters"); |
+ |
+var context = create3DContext(); |
+var program = loadStandardProgram(context); |
+ |
+context.useProgram(program); |
+var vertexObject = context.createBuffer(); |
+context.bindBuffer(context.ARRAY_BUFFER, vertexObject); |
+context.enableVertexAttribArray(0); |
+ |
+debug("Test empty buffer") |
+context.bufferData(context.ARRAY_BUFFER, new Float32Array([ ]), context.STATIC_DRAW); |
+context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 1)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 1, 0)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
+ |
+debug("") |
+debug("Test buffer with 3 float vectors") |
+context.bufferData(context.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), context.STATIC_DRAW); |
+context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 3)"); |
+shouldGenerateGLError(context, context.INVALID_ENUM, "context.drawArrays(0x0009, 0, 3)"); // GL_POLYGON |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 3, 2)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)"); |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 100, 0)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)"); |
+ |
+debug("") |
+debug("Test buffer with interleaved (3+2) float vectors") |
+ |
+var program2 = createProgram(context, |
+ "attribute vec3 aOne;" + |
+ "attribute vec2 aTwo;" + |
+ "void main() { gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); }", |
+ "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }", |
+ [ "aOne", "aTwo" ]); |
+if (!program2) { |
+ testFailed("failed to create test program"); |
+} |
+ |
+context.useProgram(program2); |
+ |
+var vbo = context.createBuffer(); |
+context.bindBuffer(context.ARRAY_BUFFER, vbo); |
+// enough for 9 vertices, so 3 triangles |
+context.bufferData(context.ARRAY_BUFFER, new Float32Array(9*5), context.STATIC_DRAW); |
+ |
+// bind first 3 elements, with a stride of 5 float elements |
+context.vertexAttribPointer(0, 3, context.FLOAT, false, 5*4, 0); |
+// bind 2 elements, starting after the first 3; same stride of 5 float elements |
+context.vertexAttribPointer(1, 2, context.FLOAT, false, 5*4, 3*4); |
+ |
+context.enableVertexAttribArray(0); |
+context.enableVertexAttribArray(1); |
+ |
+shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 9)"); |
+ |
+// negative values must generate INVALID_VALUE; they can never be valid |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -500)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, 1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, -500)"); |
+ |
+// 0xffffffff needs to convert to a 'long' IDL argument as -1, as per |
+// WebIDL 4.1.7. JS ToInt32(0xffffffff) == -1, which is the first step |
+// of the conversion. Thus INVALID_VALUE. |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, 0xffffffff)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 1)"); |
+shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 0xffffffff)"); |
+ |
+// values that could otherwise be valid but aren't due to bindings generate |
+// INVALID_OPERATION |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 200)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 0x7fffffff)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 1)"); |
+shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 0x7fffffff)"); |
+ |
+debug("") |
+successfullyParsed = true; |
+</script> |
+ |
+<script src="../../resources/js-test-post.js"></script> |
+</body> |
+</html> |
Property changes on: third_party/webgl/sdk/tests/conformance/rendering/draw-arrays-out-of-bounds.html |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |