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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 - large vertex attrib divisors</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"> </canvas>
<div id="console"></div>
<script id="outputVertexShader" type="x-shader/x-vertex">#version 300 es
layout(location = 0) in vec2 a_position;
layout(location = 1) in float a_positionOffset;
layout(location = 2) in vec4 a_color;
out vec4 v_color;
void main()
{
gl_Position = vec4(a_position.x * 0.05 + a_positionOffset, a_position.y * 0.05, 0.0, 1.0);
v_color = a_color;
}
</script>
<script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
precision highp float;
in vec4 v_color;
out vec4 my_FragColor;
void main()
{
my_FragColor = v_color;
}
</script>
<script>
"use strict";
description("Test switching vertex attrib divisor of one attribute between different large values");
debug("");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
canvas.width = 256;
canvas.height = 256;
var gl = wtu.create3DContext(canvas, null, 2);
var colorDivisor = 65536 * 2;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
runTest();
}
function runTest() {
var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"]);
gl.clearColor(0.0, 0.0, 1.0, 1.0);
wtu.setupIndexedQuadWithOptions(gl, {positionLocation: 0});
var offsetBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuf);
// Note that only the first two offsets below should be used for rendering.
// We add some extra ones to the buffer since it can reveal if a too small divisor is used on the WebGL backend.
var offsetData = [];
for (var i = 0; i < 4; ++i) {
offsetData.push(0.0 + i * 0.25);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(offsetData), gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up vertex buffer should succeed");
var colorBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuf);
// Red and green colors.
var colorData = new Float32Array([1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0]);
gl.bufferData(gl.ARRAY_BUFFER, colorData, gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(2);
gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0);
gl.vertexAttribDivisor(2, colorDivisor);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up color buffer should succeed");
var divisorsToTry = [
256,
65536,
65536 * 2
];
for (var i = 0; i < divisorsToTry.length; ++i) {
runDrawElementsTest(divisorsToTry[i]);
}
}
function runDrawElementsTest(divisor) {
debug("Using divisor " + divisor);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.vertexAttribDivisor(1, divisor);
var instanceCount = divisor + 1;
var quadsRendered = Math.floor((instanceCount - 1) / divisor) + 1;
gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Instanced draw should succeed");
for (var quadIndex = 0; quadIndex < quadsRendered + 1; ++quadIndex) {
var quadX = Math.floor((quadIndex / 8) * 256 + 128);
var quadY = 128;
if (quadIndex < quadsRendered) {
var quadColorIndex = Math.floor((quadIndex * divisor) / colorDivisor);
if (quadColorIndex == 0) {
wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [255, 0, 0, 255]);
} else {
wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 255, 0, 255]);
}
} else {
wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 0, 255, 255]);
}
}
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>