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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 Transform Feedback Conformance Tests - one buffer bound to two binding points</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>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in vec4 in_data;
out vec4 out_add;
out vec4 out_mul;
void main(void) {
out_add = in_data + vec4(2.0, 3.0, 4.0, 5.0);
out_mul = in_data * vec4(2.0, 3.0, 4.0, 5.0);
}
</script>
<script>
"use strict";
description();
debug("");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext(null, null, 2);
var program = null;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
runTwoOutFeedbackTest();
}
function doDrawWithTransformFeedback(expectedError, msg) {
gl.beginTransformFeedback(gl.POINTS);
wtu.glErrorShouldBe(gl, expectedError, msg);
gl.drawArrays(gl.POINTS, 0, 3);
gl.endTransformFeedback();
gl.getError();
}
function runTwoOutFeedbackTest() {
debug("");
debug("Test binding the same buffer to two transform feedback binding points. Buffer should be untouched and an error should be generated.")
// Build the input and output buffers
var in_data = [
1.0, 2.0, 3.0, 4.0,
2.0, 4.0, 8.0, 16.0,
0.75, 0.5, 0.25, 0.0
];
var in_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, in_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(in_data), gl.STATIC_DRAW);
// Create the transform feedback shader
program = wtu.setupTransformFeedbackProgram(gl, ["vshader", wtu.simpleColorFragmentShaderESSL300],
["out_add", "out_mul"], gl.SEPARATE_ATTRIBS,
["in_data"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "linking transform feedback shader should not set an error");
shouldBeNonNull("program");
// Draw the the transform feedback buffers
var tf = gl.createTransformFeedback();
gl.enableVertexAttribArray(0);
gl.bindBuffer(gl.ARRAY_BUFFER, in_buffer);
gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 16, 0);
var out_buffer = gl.createBuffer();
var out_buffer2 = gl.createBuffer();
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
// Test binding the same buffer to two transform feedback binding points with bindBufferBase.
debug("");
gl.enable(gl.RASTERIZER_DISCARD);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer);
doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferBase");
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
gl.disable(gl.RASTERIZER_DISCARD);
// Check buffer contents.
var expectedZeroes = [];
for (var i = 0; i < in_data.length * 2; ++i)
{
expectedZeroes.push(0.0);
}
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
debug("buffer should be untouched - filled with zeroes");
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
// Test binding the same buffer to two transform feedback binding points with bindBufferRange. The ranges overlap just slightly.
debug("");
gl.enable(gl.RASTERIZER_DISCARD);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer, 0, in_data.length * 4);
gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer, (in_data.length - 1) * 4, in_data.length * 4);
doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferRange, overlapping ranges");
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
gl.disable(gl.RASTERIZER_DISCARD);
// Check buffer contents.
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
debug("buffer should be untouched - filled with zeroes");
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
// Test non-overlapping ranges.
debug("");
gl.enable(gl.RASTERIZER_DISCARD);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer, 0, in_data.length * 4);
gl.bindBufferRange(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer, in_data.length * 4, in_data.length * 4);
doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferRange, non-overlapping ranges");
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
gl.disable(gl.RASTERIZER_DISCARD);
// Check buffer contents.
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
debug("buffer should be untouched - filled with zeroes");
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
// Test binding the same buffer to a binding point that doesn't have a corresponding output in the vertex shader.
debug("");
gl.enable(gl.RASTERIZER_DISCARD);
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer2);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, Float32Array.BYTES_PER_ELEMENT * in_data.length * 2, gl.STATIC_DRAW);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, out_buffer);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, out_buffer2);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, out_buffer); // No corresponding output.
doDrawWithTransformFeedback(gl.INVALID_OPERATION, "same buffer bound to two transform feedback binding points with bindBufferBase, but one of the binding points doesn't have a corresponding shader output");
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, null);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, null);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, null);
gl.disable(gl.RASTERIZER_DISCARD);
// Check buffer contents.
debug("buffers should be untouched - filled with zeroes");
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer);
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, out_buffer2);
wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expectedZeroes);
finishTest();
}
</script>
</body>
</html>