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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 ANGLE_instanced_arrays Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/desktop-gl-constants.js"></script>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/tests/compositing-test.js"></script>
<script src="../../js/tests/invalid-vertex-attrib-test.js"></script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<!-- Shaders for testing instanced draws -->
<script id="outputVertexShader" type="x-shader/x-vertex">
attribute vec4 aPosition;
attribute vec2 aOffset;
attribute vec4 aColor;
varying vec4 vColor;
void main() {
vColor = aColor;
gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
}
</script>
<script id="outputFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
</script>
<script id="drawArraysTestVertexShader" type="x-shader/x-vertex">
attribute vec3 aPosition;
attribute vec3 aInstancePos;
uniform vec3 uOffset;
void main() {
gl_Position = vec4(aPosition.xyz + aInstancePos.xyz + uOffset, 1.0);
}
</script>
<script id="drawArraysTestFragmentShader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
</script>
<script>
"use strict";
description("This test verifies the functionality of the ANGLE_instanced_arrays extension, if it is available.");
debug("");
const wait = ms => new Promise(resolve => setTimeout(resolve, ms));
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas);
var ext = null;
var vaoext = null;
var positionLoc = 0;
var offsetLoc = 2;
var colorLoc = 3;
var program;
if (!gl) {
testFailed("WebGL context does not exist");
finishTest();
} else {
testPassed("WebGL context exists");
runDivisorTestDisabled();
// Query the extension and store globally so shouldBe can access it
ext = wtu.getExtensionWithKnownPrefixes(gl, "ANGLE_instanced_arrays");
if (!ext) {
testPassed("No ANGLE_instanced_arrays support -- this is legal");
runSupportedTest(false);
finishTest();
} else {
testPassed("Successfully enabled ANGLE_instanced_arrays extension");
(async function() {
runSupportedTest(true);
runDivisorTestEnabled();
runUniqueObjectTest();
setupCanvas();
runOutputTests();
runDrawArraysWithOffsetTest();
runVAOInstancingInteractionTest();
await runANGLECorruptionTest();
await runInvalidAttribTests(gl);
await runCompositingTests();
finishTest();
}());
}
}
function runSupportedTest(extensionEnabled) {
var supported = gl.getSupportedExtensions();
if (supported.indexOf("ANGLE_instanced_arrays") >= 0) {
if (extensionEnabled) {
testPassed("ANGLE_instanced_arrays listed as supported and getExtension succeeded");
} else {
testFailed("ANGLE_instanced_arrays listed as supported but getExtension failed");
}
} else {
if (extensionEnabled) {
testFailed("ANGLE_instanced_arrays not listed as supported but getExtension succeeded");
} else {
testPassed("ANGLE_instanced_arrays not listed as supported and getExtension failed -- this is legal");
}
}
}
function runDivisorTestDisabled() {
debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension disabled");
var VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE;
gl.getVertexAttrib(0, VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should not be queryable if extension is disabled");
}
function runDivisorTestEnabled() {
debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension enabled");
shouldBe("ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE", "0x88FE");
var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
for (var i = 0; i < max_vertex_attribs; ++i) {
var queried_value = gl.getVertexAttrib(i, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
if(queried_value == 0){
testPassed("Vertex attribute " + i + " must has a default divisor of 0");
}
else{
testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
}
}
ext.vertexAttribDivisorANGLE(max_vertex_attribs, 2);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisorANGLE index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 2);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisorANGLE index set less than MAX_VERTEX_ATTRIBS should succeed");
var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
if(queried_value == 2){
testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE matches expecation");
}
else{
testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should be: 2, returned value was: " + queried_value);
}
// Reset vertex attrib divisors so they cannot affect following subtests.
ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 0);
}
function setupCanvas() {
canvas.width = 50; canvas.height = 50;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 0);
program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
ext = gl.getExtension("ANGLE_instanced_arrays");
}
function runOutputTests() {
var instanceCount = 4;
debug("Testing various draws for valid built-in function behavior");
var offsets = new Float32Array([
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
]);
var offsetBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
gl.enableVertexAttribArray(offsetLoc);
gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(offsetLoc, 1);
var colors = new Float32Array([
1.0, 0.0, 0.0, 1.0, // Red
0.0, 1.0, 0.0, 1.0, // Green
0.0, 0.0, 1.0, 1.0, // Blue
1.0, 1.0, 0.0, 1.0, // Yellow
// extra data when colorLoc divisor is set back to 0
1.0, 1.0, 0.0, 1.0, // Yellow
1.0, 1.0, 0.0, 1.0, // Yellow
]);
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
gl.enableVertexAttribArray(colorLoc);
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(colorLoc, 1);
wtu.setupUnitQuad(gl, 0);
// Draw 1: Regular drawArrays
debug("");
debug("Testing drawArrays with non-zero divisor");
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawArrays when the extension is enabled");
wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
// Draw 2: Draw Non-indexed instances
debug("");
debug("Testing drawArraysInstancedANGLE");
gl.clear(gl.COLOR_BUFFER_BIT);
// Test drawArraysInstancedANGLE error conditions
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, -1);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a primcount less than 0");
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, -1, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a count less than 0");
ext.vertexAttribDivisorANGLE(positionLoc, 1);
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawArraysInstancedANGLE");
ext.vertexAttribDivisorANGLE(positionLoc, 0);
ext.drawArraysInstancedANGLE(gl.POINTS, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with POINTS should succeed");
ext.drawArraysInstancedANGLE(gl.LINES, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINES should succeed");
ext.drawArraysInstancedANGLE(gl.LINE_LIST, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINE_LIST should return succeed");
ext.drawArraysInstancedANGLE(gl.TRIANGLE_LIST, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with TRIANGLE_LIST should succeed");
ext.drawArraysInstancedANGLE(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
ext.drawArraysInstancedANGLE(desktopGL['QUADS'], 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUADS should return INVALID_ENUM");
ext.drawArraysInstancedANGLE(desktopGL['POLYGON'], 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with POLYGON should return INVALID_ENUM");
debug("");
debug("Testing drawArraysInstancedANGLE with param 'first' > 0");
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.setupQuad(gl, {
positionLocation: 0,
scale: 0.5
});
var offsetsHalf = new Float32Array([
-0.5, 0.5,
0.5, 0.5,
-0.5, -0.5,
0.5, -0.5
]);
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW);
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 3, 3, instanceCount);
var w = Math.floor(0.25*canvas.width),
h = Math.floor(0.25*canvas.height);
wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]);
wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]);
wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]);
wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
debug("");
debug("Testing drawArraysInstancedANGLE with attributes 'divisor' reset to 0");
debug("Correct rendering output: 4 yellow triangles");
debug("Possible incorrect rendering output: missing triangles, or triangles with different color at each vertex");
ext.vertexAttribDivisorANGLE(colorLoc, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 3, 3, instanceCount);
wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]);
wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [255, 255, 0, 255]);
wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);
ext.vertexAttribDivisorANGLE(colorLoc, 1);
wtu.setupUnitQuad(gl, 0);
wtu.setupIndexedQuad(gl, 1, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
// Draw 3: Regular drawElements
debug("");
debug("Testing drawElements with non-zero divisor");
gl.clear(gl.COLOR_BUFFER_BIT);
// Point to another location in the buffer so that the draw would overflow without the divisor
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 48);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawElements when the extension is enabled");
wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
// Restore the vertex attrib pointer
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
// Draw 4: Draw indexed instances
debug("");
debug("Testing drawElementsInstancedANGLE");
gl.clear(gl.COLOR_BUFFER_BIT);
ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
// Test drawElementsInstancedANGLE error conditions
ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a primcount less than 0");
ext.drawElementsInstancedANGLE(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a count less than 0");
ext.vertexAttribDivisorANGLE(positionLoc, 1);
ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawElementsInstancedANGLE");
ext.vertexAttribDivisorANGLE(positionLoc, 0);
ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with UNSIGNED_BYTE should succeed");
ext.drawElementsInstancedANGLE(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with POINTS should succeed");
ext.drawElementsInstancedANGLE(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINES should succeed");
ext.drawElementsInstancedANGLE(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINE_LIST should return succeed");
ext.drawElementsInstancedANGLE(gl.TRIANGLE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with TRIANGLE_LIST should succeed");
ext.drawElementsInstancedANGLE(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
ext.drawElementsInstancedANGLE(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUADS should return INVALID_ENUM");
ext.drawElementsInstancedANGLE(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with POLYGON should return INVALID_ENUM");
// Reset vertex attrib divisors so they cannot affect following subtests.
ext.vertexAttribDivisorANGLE(colorLoc, 0);
ext.vertexAttribDivisorANGLE(offsetLoc, 0);
}
function runDrawArraysTest(program, first, count, instanceCount, offset)
{
// Get the attribute and uniform locations
var positionLoc = gl.getAttribLocation(program, "aPosition");
var instancePosLoc = gl.getAttribLocation(program, "aInstancePos");
var uniformLoc = gl.getUniformLocation(program, "uOffset");
// Load the vertex positions
var positions = new Float32Array([
-1, -1,
-1, 0,
0, 0,
0, 0,
0, -1,
-1, -1,
1, -1,
1, 0,
0, 0,
0, 0,
0, -1,
1, -1,
]);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
// Load the instance positions
var instancePositions = new Float32Array([
0, 0,
1, 0
]);
var instancePositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, instancePositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, instancePositions, gl.STATIC_DRAW);
gl.enableVertexAttribArray(instancePosLoc);
gl.vertexAttribPointer(instancePosLoc, 2, gl.FLOAT, false, 0, 0);
// Enable instancing
ext.vertexAttribDivisorANGLE(instancePosLoc, 1);
// Offset
gl.uniform3fv(uniformLoc, offset);
// Do the instanced draw
ext.drawArraysInstancedANGLE(gl.TRIANGLES, first, count, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE should succeed");
// Reset vertex attrib divisors so they cannot affect following subtests.
ext.vertexAttribDivisorANGLE(instancePosLoc, 0);
}
function runDrawArraysWithOffsetTest()
{
debug("");
debug("Testing that the 'first' parameter to drawArraysInstancedANGLE is only an offset into the non-instanced vertex attributes.");
var drawArraysProgram = wtu.setupProgram(gl, ["drawArraysTestVertexShader", "drawArraysTestFragmentShader"]);
gl.clear(gl.COLOR_BUFFER_BIT);
runDrawArraysTest(drawArraysProgram, 0, 6, 2, [0, 0, 0]);
runDrawArraysTest(drawArraysProgram, 6, 6, 2, [-1, 1, 0]);
wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
}
function runUniqueObjectTest()
{
debug("");
debug("Testing that getExtension() returns the same object each time");
ext = null;
gl.getExtension("ANGLE_instanced_arrays").myProperty = 2;
webglHarnessCollectGarbage();
shouldBe('gl.getExtension("ANGLE_instanced_arrays").myProperty', '2');
}
function runVAOInstancingInteractionTest()
{
debug("")
debug("Testing that ANGLE_instanced_arrays interacts correctly with OES_vertex_array_object if present");
// Query the extension and store globally so shouldBe can access it
vaoext = gl.getExtension("OES_vertex_array_object");
if (!vaoext) {
testPassed("No OES_vertex_array_object support -- this is legal");
return;
}
testPassed("Successfully enabled OES_vertex_array_object extension");
gl.useProgram(program);
var positions = new Float32Array([
0.0, 1.0, // Left quad
-1.0, 1.0,
-1.0, -1.0,
0.0, 1.0,
-1.0, -1.0,
0.0, -1.0,
1.0, 1.0, // Right quad
0.0, 1.0,
0.0, -1.0,
1.0, 1.0,
0.0, -1.0,
1.0, -1.0
]);
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
var colors = new Float32Array([
1.0, 0.0, 0.0, 1.0, // Red
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0, // Blue
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0,
]);
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
// Reset the divisor of the default VAO to 0
ext.vertexAttribDivisorANGLE(colorLoc, 0);
// Set up VAO with an attrib divisor
var vao1 = vaoext.createVertexArrayOES();
vaoext.bindVertexArrayOES(vao1);
{
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.enableVertexAttribArray(colorLoc);
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(colorLoc, 1);
gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
}
vaoext.bindVertexArrayOES(null);
// Set up VAO with no attrib divisor
var vao2 = vaoext.createVertexArrayOES();
vaoext.bindVertexArrayOES(vao2);
{
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.enableVertexAttribArray(colorLoc);
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
// Note that no divisor is set here, which implies that it's 0
gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
}
vaoext.bindVertexArrayOES(null);
debug("");
debug("Ensure that Vertex Array Objects retain attrib divisors");
vaoext.bindVertexArrayOES(vao1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 12);
// If the divisor is properly managed by the VAO a single red quad will be drawn
wtu.checkCanvas(gl, [255, 0, 0, 255], "entire canvas should be red");
vaoext.bindVertexArrayOES(vao2);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 12);
// If the divisor is properly managed by the VAO a red and blue quad will be drawn.
wtu.checkCanvasRects(gl, [
wtu.makeCheckRect(0, 0, canvas.width * 0.5, canvas.height, [255, 0, 0, 255], "left half of canvas should be red", 1),
wtu.makeCheckRect(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height, [0, 0, 255, 255], "right half of canvas should be blue", 1)
]);
vaoext.bindVertexArrayOES(null);
}
async function runANGLECorruptionTest()
{
debug("")
debug("Testing to ensure that rendering isn't corrupt due to an ANGLE bug");
setupCanvas();
var tolerance = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
var instanceCount = 10; // Must be higher than 6
var offsets = new Float32Array([
0.0, 0.0,
0.2, 0.0,
0.4, 0.0,
0.6, 0.0,
0.8, 0.0,
1.0, 0.0,
1.2, 0.0,
1.4, 0.0,
1.6, 0.0,
1.8, 0.0,
]);
var offsetBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsets.byteLength * 2, gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, offsets);
gl.enableVertexAttribArray(offsetLoc);
gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(offsetLoc, 1);
var colors = new Float32Array([
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 1.0, 1.0,
0.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 1.0, 1.0,
]);
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors.byteLength * 2, gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, colors);
gl.enableVertexAttribArray(colorLoc);
gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
ext.vertexAttribDivisorANGLE(colorLoc, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.setupUnitQuad(gl, 0);
const totalIterations = 10;
for (let iteration = 0; iteration < totalIterations; ++iteration)
{
// Update the instanced data buffers outside the accessed range.
// This, plus rendering more instances than vertices, triggers the bug.
var nullData = new Float32Array(offsets.length);
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, offsets.byteLength, nullData);
nullData = new Float32Array(colors.length);
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, colors.byteLength, nullData);
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
// Make sure each color was drawn correctly
var i;
var passed = true;
for (i = 0; i < instanceCount; ++i) {
var w = canvas.width / instanceCount;
var x = w * i;
var color = [colors[(i*4)] * 255, colors[(i*4)+1] * 255, colors[(i*4)+2] * 255, 255]
wtu.checkCanvasRectColor(
gl, x, 0, w, canvas.height, color, tolerance,
function() {},
function() {
passed = false;
}, debug);
}
if (passed) {
testPassed("Passed test " + iteration + " of " + totalIterations);
} else {
testFailed("Failed test " + iteration + " of " + totalIterations);
break;
}
await wait();
}
ext.vertexAttribDivisorANGLE(offsetLoc, 0);
ext.vertexAttribDivisorANGLE(colorLoc, 0);
}
async function runDrawTests(testFn) {
function drawArrays(gl) {
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function drawElements(gl) {
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}
function drawArraysInstancedANGLE(gl) {
const ext = gl.getExtension('ANGLE_instanced_arrays');
if (!ext) {
return true;
}
ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, 1);
}
function drawElementsInstancedANGLE(gl) {
const ext = gl.getExtension('ANGLE_instanced_arrays');
if (!ext) {
return true;
}
ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, 1);
}
await testFn(drawArrays); // sanity check
await testFn(drawElements); // sanity check
await testFn(drawArraysInstancedANGLE);
await testFn(drawElementsInstancedANGLE);
}
async function runCompositingTests() {
const compositingTestFn = createCompositingTestFn({
webglVersion: 1,
shadersFn(gl) {
const vs = `\
attribute vec4 position;
void main() {
gl_Position = position;
}
`;
const fs = `\
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
`;
return [vs, fs];
},
});
await runDrawTests(compositingTestFn);
}
async function runInvalidAttribTests(gl) {
const invalidAttribTestFn = createInvalidAttribTestFn(gl);
await runDrawTests(invalidAttribTestFn);
}
</script>
</body>
</html>