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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Unconsumed Vertex Attributes Out of Bounds Test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="example" width="50" height="50">
</canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
void main() { }
</script>
<script id="vshader_attrib" type="x-shader/x-vertex">
attribute vec4 vPosition;
void main() {
gl_Position = vPosition;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(1);
}
</script>
<script>
"use strict";
description("Test that unconsumed vertex attributes are not read out of bounds");
// and a class of similar bugs that could exist on other systems.
var wtu = WebGLTestUtils;
var contextVersion = wtu.getDefault3DContextVersion();
var gl = wtu.create3DContext("example");
var g_program;
var g_attribLocation;
var numAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
var allocatedBuffer;
var indexBuffer;
function setupBuffers(numVerts) {
var vertices = new Float32Array(numVerts * 3);
allocatedBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, allocatedBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var indices = new Uint16Array(numVerts);
for (var ii = 0; ii < numVerts; ++ii) {
indices[ii] = ii;
}
indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
}
var progNoAttribs = wtu.setupProgram(gl, ['vshader', 'fshader'], [], []);
var progAttrib1 = wtu.setupProgram(gl, ['vshader_attrib', 'fshader'], ['vPosition'], [1]);
var progAttrib2 = wtu.setupProgram(gl, ['vshader_attrib', 'fshader'], ['vPosition'], [2]);
setupBuffers(60000);
var unallocatedBuffer = gl.createBuffer();
var tests = [];
debug("");
debug("<u>Tests with one unconsumed attribute<u>");
tests.push({
name: "drawArrays",
errors: gl.NO_ERROR,
draw: function() { gl.drawArrays(gl.TRIANGLES, 0, 3); }
});
tests.push({
name: "drawElements",
errors: gl.NO_ERROR,
draw: function() { gl.drawElements(gl.TRIANGLES, 60000, gl.UNSIGNED_SHORT, 0); }
});
if (contextVersion >= 2) {
tests.push({
name: "drawArraysInstanced",
errors: gl.NO_ERROR,
draw: function() { gl.drawArraysInstanced(gl.TRIANGLES, 0, 3, 1); }
});
tests.push({
name: "drawElementsInstanced",
errors: gl.NO_ERROR,
draw: function() { gl.drawElementsInstanced(gl.TRIANGLES, 60000, gl.UNSIGNED_SHORT, 0, 1); }
});
tests.push({
name: "drawRangeElements",
errors: gl.NO_ERROR,
draw: function() { gl.drawRangeElements(gl.TRIANGLES, 0, 60000, 60000, gl.UNSIGNED_SHORT, 0, 1); }
});
}
// Run tests
// Bound forever
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
for (var attrib = 0; attrib < numAttribs; ++attrib) {
debug("Attrib " + attrib + " unconsumed");
for (var i = 0; i < tests.length; ++i) {
var test = tests[i];
gl.useProgram(progNoAttribs);
gl.enableVertexAttribArray(attrib);
gl.bindBuffer(gl.ARRAY_BUFFER, unallocatedBuffer);
gl.vertexAttribPointer(attrib, 3, gl.FLOAT, false, 0, 0);
test.draw();
gl.disableVertexAttribArray(attrib);
wtu.glErrorShouldBe(gl, test.errors, test.name);
}
}
debug("");
debug("<u>Tests with one consumed attribute and one unconsumed attribute<u>");
var ext = gl.getExtension("ANGLE_instanced_arrays");
if (!ext) {
debug("ANGLE_instanced_arrays not available - skipped");
} else {
tests.push({
name: "drawArraysInstancedANGLE",
errors: gl.NO_ERROR,
draw: function() {
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 3, 1);
}
});
tests.push({
name: "drawElementsInstancedANGLE",
errors: gl.NO_ERROR,
draw: function() {
ext.drawElementsInstancedANGLE(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0, 1);
}
});
}
// but they still add potentially useful coverage.
for (var attrib = 0; attrib < numAttribs; ++attrib) {
var consumedAttrib = attrib == 1 ? 2 : 1;
var prog = consumedAttrib == 1 ? progAttrib1 : progAttrib2;
debug("Attrib " + attrib +
" unconsumed (attrib " + consumedAttrib + " consumed)");
for (var i = 0; i < tests.length; ++i) {
var test = tests[i];
gl.useProgram(prog);
gl.enableVertexAttribArray(attrib);
gl.bindBuffer(gl.ARRAY_BUFFER, unallocatedBuffer);
gl.vertexAttribPointer(attrib, 3, gl.FLOAT, false, 0, 0);
// Needed because ANGLE_instanced_arrays requires at least one consumed
// attribute to have divisor=0 (which is the default, so we don't need to
// call vertexAttribDivisorANGLE here).
gl.enableVertexAttribArray(consumedAttrib);
gl.bindBuffer(gl.ARRAY_BUFFER, allocatedBuffer);
gl.vertexAttribPointer(consumedAttrib, 3, gl.FLOAT, false, 0, 0);
test.draw();
gl.disableVertexAttribArray(attrib);
gl.disableVertexAttribArray(consumedAttrib);
wtu.glErrorShouldBe(gl, test.errors, test.name);
}
}
var successfullyParsed = true;
</script>
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</body>
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