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Unified Diff: third_party/webgl/sdk/tests/conformance/more/functions/drawArraysOutOfBounds.html

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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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>

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