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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 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>
</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>
"use strict";
description("This test verifies the functionality of Instanced Arrays.");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
runDivisorTest();
runOutputTests();
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
function runDivisorTest() {
debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR");
shouldBe("gl.VERTEX_ATTRIB_ARRAY_DIVISOR", "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, gl.VERTEX_ATTRIB_ARRAY_DIVISOR);
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);
}
}
gl.vertexAttribDivisor(max_vertex_attribs, 2);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisor index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");
gl.vertexAttribDivisor(max_vertex_attribs-1, 2);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisor index set less than MAX_VERTEX_ATTRIBS should succeed");
var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, gl.VERTEX_ATTRIB_ARRAY_DIVISOR);
if(queried_value == 2){
testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR matches expecation");
}
else{
testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR should be: 2, returned value was: " + queried_value);
}
}
function runOutputTests() {
var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
var instanceCount = 4;
debug("Testing various draws for valid built-in function behavior");
canvas.width = 50; canvas.height = 50;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 0);
var positionLoc = 0;
var offsetLoc = 2;
var colorLoc = 3;
var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
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);
gl.vertexAttribDivisor(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);
gl.vertexAttribDivisor(colorLoc, 1);
// Draw 1: Draw Non-indexed instances
debug("Testing drawArraysInstanced");
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.setupUnitQuad(gl, 0);
// Test drawArraysInstanced error conditions
gl.drawArraysInstanced(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]);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, -1);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a primcount less than 0");
gl.drawArraysInstanced(gl.TRIANGLES, 0, -1, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a count less than 0");
gl.vertexAttribDivisor(positionLoc, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArraysInstanced");
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArrays");
wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)");
gl.vertexAttribDivisor(positionLoc, 0);
gl.drawArraysInstanced(gl.POINTS, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with POINTS should succeed");
gl.drawArraysInstanced(gl.LINES, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINES should succeed");
gl.drawArraysInstanced(gl.LINE_LIST, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINE_LIST should return succeed");
gl.drawArraysInstanced(gl.TRI_LIST, 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with TRI_LIST should succeed");
gl.drawArraysInstanced(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUAD_STRIP should return INVALID_ENUM");
gl.drawArraysInstanced(desktopGL['QUADS'], 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUADS should return INVALID_ENUM");
gl.drawArraysInstanced(desktopGL['POLYGON'], 0, 6, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with POLYGON should return INVALID_ENUM");
debug("Testing drawArraysInstanced 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);
gl.drawArraysInstanced(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("Testing drawArraysInstanced 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");
gl.vertexAttribDivisor(colorLoc, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArraysInstanced(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]);
gl.vertexAttribDivisor(colorLoc, 1);
wtu.setupUnitQuad(gl, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
// Draw 2: Draw indexed instances
debug("Testing drawElementsInstanced");
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.setupIndexedQuad(gl, 1, 0);
gl.drawElementsInstanced(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 drawElementsInstanced error conditions
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a primcount less than 0");
gl.drawElementsInstanced(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a count less than 0");
gl.vertexAttribDivisor(positionLoc, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElementsInstanced");
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElements");
wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)");
gl.vertexAttribDivisor(positionLoc, 0);
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with UNSIGNED_BYTE should succeed");
gl.drawElementsInstanced(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with POINTS should succeed");
gl.drawElementsInstanced(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINES should succeed");
gl.drawElementsInstanced(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINE_LIST should return succeed");
gl.drawElementsInstanced(gl.TRI_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with TRI_LIST should succeed");
gl.drawElementsInstanced(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUAD_STRIP should return INVALID_ENUM");
gl.drawElementsInstanced(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUADS should return INVALID_ENUM");
gl.drawElementsInstanced(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with POLYGON should return INVALID_ENUM");
}
debug("");
var successfullyParsed = true;
</script>
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</html>