Index: third_party/webgl/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html |
=================================================================== |
--- third_party/webgl/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html (revision 121077) |
+++ third_party/webgl/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html (working copy) |
@@ -1,305 +0,0 @@ |
-<!DOCTYPE html> |
-<html><head> |
-<meta charset="utf-8"> |
-<!-- |
-Tests for the OpenGL ES 2.0 HTML Canvas context |
- |
-Copyright (C) 2011 Ilmari Heikkinen <ilmari.heikkinen@gmail.com> |
- |
-Permission is hereby granted, free of charge, to any person |
-obtaining a copy of this software and associated documentation |
-files (the "Software"), to deal in the Software without |
-restriction, including without limitation the rights to use, |
-copy, modify, merge, publish, distribute, sublicense, and/or sell |
-copies of the Software, and to permit persons to whom the |
-Software is 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 Software. |
- |
-THE SOFTWARE IS 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 SOFTWARE OR THE USE OR |
-OTHER DEALINGS IN THE SOFTWARE. |
- |
---> |
-<link rel="stylesheet" type="text/css" href="../unit.css" /> |
-<script type="application/x-javascript" src="../unit.js"></script> |
-<script type="application/x-javascript" src="../util.js"></script> |
-<script type="application/x-javascript"> |
- |
-var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0]; |
-var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0]; |
-var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0]; |
- |
-var vertsA = new Float32Array(verts); |
-var normalsA = new Float32Array(normals); |
-var texcoordsA = new Float32Array(texcoords); |
- |
-Tests.startUnit = function () { |
- var canvas = document.getElementById('gl'); |
- var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID)); |
- var prog = new Shader(gl, 'vert', 'frag'); |
- prog.use(); |
- var v = prog.attrib('Vertex'); |
- var n = prog.attrib('Normal'); |
- var t = prog.attrib('Tex'); |
- return [gl,prog,v,n,t]; |
-} |
- |
-Tests.setup = function(gl, prog, v,n,t) { |
- return [gl, prog, v,n,t]; |
-} |
-Tests.teardown = function(gl, prog, v,n,t) { |
- gl.disableVertexAttribArray(v); |
- gl.disableVertexAttribArray(n); |
- gl.disableVertexAttribArray(t); |
-} |
- |
-Tests.endUnit = function(gl, prog, v,n,t) { |
- prog.destroy(); |
-} |
- |
-Tests.testDrawArraysEmpty = function(gl, prog, v,n,t) { |
- var b = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, b); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW); |
- assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);}) |
- gl.enableVertexAttribArray(v); |
- assertGLError(gl, gl.INVALID_OPERATION, "zero size array", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 1);}); |
- gl.deleteBuffer(b); |
-} |
- |
-Tests.testDrawArraysOutOfBounds = function(gl, prog, v,n,t) { |
- var b = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, b); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW); |
- assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);}); |
- gl.enableVertexAttribArray(v); |
- assertGLError(gl, gl.INVALID_OPERATION, "zero size array", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 1);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000000000000", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "zero size array fraction", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 1.6);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative offset", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "count out of range", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset", |
- function(){gl.drawArrays(gl.TRIANGLES, -1, 1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset", |
- function(){gl.drawArrays(gl.TRIANGLES, 1, -1);}); |
- gl.deleteBuffer(b); |
-} |
- |
- |
-Tests.testDrawArraysWithDataOutOfBounds = function(gl, prog, v,n,t) { |
- var b = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, b); |
- gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- assertGLError(gl, gl.INVALID_OPERATION, "3 element array", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000000000000", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "fractional count", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 1.6);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative offset", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "count out of range", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 4);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, -1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset", |
- function(){gl.drawArrays(gl.TRIANGLES, -1, 2);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset", |
- function(){gl.drawArrays(gl.TRIANGLES, 1, -1);}); |
- gl.deleteBuffer(b); |
-} |
- |
-Tests.testDrawArraysMultiOutOfBounds = function(gl, prog, v,n,t) { |
- var bs = []; |
- bs.push(gl.createBuffer()); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
- gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- bs.push(gl.createBuffer()); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
- gl.bufferData(gl.ARRAY_BUFFER, normalsA, gl.STATIC_DRAW); |
- gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
- bs.push(gl.createBuffer()); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
- gl.bufferData(gl.ARRAY_BUFFER, texcoordsA, gl.STATIC_DRAW); |
- gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- gl.enableVertexAttribArray(n); |
- gl.enableVertexAttribArray(t); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 1", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
- bs.push(gl.createBuffer()); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts.concat(verts)), gl.STATIC_DRAW); |
- bs.push(gl.createBuffer()); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords.concat(texcoords)), gl.STATIC_DRAW); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]); |
- gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]); |
- gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- gl.enableVertexAttribArray(n); |
- gl.enableVertexAttribArray(t); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 2", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 3", |
- function(){gl.drawArrays(gl.TRIANGLES, 4, 2);}); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]); |
- gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]); |
- gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- gl.enableVertexAttribArray(n); |
- gl.enableVertexAttribArray(t); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 4", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 5", |
- function(){gl.drawArrays(gl.TRIANGLES, 4, 2);}); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]); |
- gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[4]); |
- gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- gl.enableVertexAttribArray(n); |
- gl.enableVertexAttribArray(t); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 6", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 7", |
- function(){gl.drawArrays(gl.TRIANGLES, 3, 2);}); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]); |
- gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0); |
- gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]); |
- gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- gl.enableVertexAttribArray(n); |
- gl.enableVertexAttribArray(t); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 8", |
- function(){gl.drawArrays(gl.TRIANGLES, 4, 1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count", |
- function(){gl.drawArrays(gl.TRIANGLES, -1, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "zero count???", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 4);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "multi array 9", |
- function(){gl.drawArrays(gl.TRIANGLES, 1, 4);}); |
- bs.forEach(function(b){ gl.deleteBuffer(b) }); |
-} |
- |
- |
-Tests.testDrawArraysVBOOutOfBounds = function(gl, prog, v,n,t) { |
- var vbo = new VBO(gl, {size:3, data:Quad.vertices}); |
- vbo.use(v); |
- assertGLError(gl, gl.INVALID_OPERATION, "1", |
- function(){gl.drawArrays(gl.TRIANGLES, 6, 1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count", |
- function(){gl.drawArrays(gl.TRIANGLES, 2, -1);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "3", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 7);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "4", |
- function(){gl.drawArrays(gl.TRIANGLES, 1, 6);}); |
- vbo.destroy(); |
-} |
- |
-Tests.testDrawArraysVBOMultiOutOfBounds = function(gl, prog, v,n,t) { |
- // creates VBOs for the quad arrays, binds them with |
- // vertexAttribPointer and calls drawArrays |
- var vbo = new VBO(gl, |
- {size:3, data:Quad.vertices}, |
- {size:3, data:Quad.normals}, |
- {size:2, data:Quad.texcoords}); |
- vbo.use(v, n, t); |
- assertGLError(gl, gl.INVALID_OPERATION, "1", |
- function(){gl.drawArrays(gl.TRIANGLES, 6, 1);}); |
- assertGLError(gl, gl.INVALID_VALUE, "negative count", |
- function(){gl.drawArrays(gl.TRIANGLES, 2, -1);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "2", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 7);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "3", |
- function(){gl.drawArrays(gl.TRIANGLES, 1, 6);}); |
- vbo.destroy(); |
-} |
- |
-Tests.testDrawArraysOOBShaderJuggle = function(gl, prog, v,n,t) { |
- var vbo = new VBO(gl, |
- {size:3, data:[0,0,0]}, |
- {size:3, data:[0,0,0,0,0,0]}); |
- vbo.init(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[0]); |
- gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(v); |
- assertGLError(gl, gl.INVALID_OPERATION, "offset too big", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); |
- var sh2 = new Shader(gl, 'vert', 'frag'); |
- sh2.use(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]); |
- gl.vertexAttribPointer(sh2.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(sh2.attrib('Vertex')); |
- assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "offset too big 2", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
- prog.use(); |
- gl.vertexAttribPointer(prog.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0); |
- gl.enableVertexAttribArray(prog.attrib('Vertex')); |
- assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);}); |
- assertGLError(gl, gl.INVALID_OPERATION, "offset too big 3", |
- function(){gl.drawArrays(gl.TRIANGLES, 0, 3);}); |
- sh2.destroy(); |
-} |
- |
-</script> |
-<script id="vert" type="x-shader/x-vertex"> |
- attribute vec3 Vertex; |
- attribute vec3 Normal; |
- attribute vec2 Tex; |
- |
- varying vec4 texCoord0; |
- void main() |
- { |
- gl_Position = vec4(Vertex * Normal, 1.0); |
- texCoord0 = vec4(Tex,0.0,0.0) + gl_Position; |
- } |
-</script> |
-<script id="frag" type="x-shader/x-fragment"> |
- precision mediump float; |
- |
- varying vec4 texCoord0; |
- void main() |
- { |
- gl_FragColor = texCoord0; |
- } |
-</script> |
- |
- |
-<style>canvas{ position:absolute; }</style> |
-</head><body> |
- <canvas id="gl" width="1" height="1"></canvas> |
-</body></html> |