mirror of
https://github.com/classilla/tenfourfox.git
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92 lines
2.5 KiB
HTML
92 lines
2.5 KiB
HTML
<!--
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// Copyright (c) 2011 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL Enable Vertex Attrib Zero Test</title>
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<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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<script src="../../resources/js-test-pre.js"></script>
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<script src="../resources/webgl-test.js"> </script>
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<script src="../resources/webgl-test-utils.js"> </script>
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</head>
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<body>
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<canvas id="example" width="50" height="50">
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</canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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void main()
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{
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gl_Position = vPosition;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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void main()
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{
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gl_FragColor = vec4(0.0,0.0,0.0,0.0);
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}
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</script>
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<script>
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description("Test some of the issues of the difference between attrib 0 on OpenGL vs WebGL");
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debug("");
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var wtu = WebGLTestUtils;
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var gl = wtu.create3DContext("example");
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function setup(numVerts, attribIndex) {
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var program = wtu.setupProgram(
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gl, ['vshader', 'fshader'], ['vPosition'], [attribIndex]);
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// draw with something on attrib zero with a small number of vertices
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var vertexObject = gl.createBuffer();
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g_program = program;
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g_attribLocation = attribIndex;
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shouldBe("g_attribLocation", "gl.getAttribLocation(g_program, 'vPosition')");
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(
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gl.ARRAY_BUFFER, new Float32Array(numVerts * 3), gl.STATIC_DRAW);
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gl.vertexAttribPointer(attribIndex, 3, gl.FLOAT, false, 0, 0);
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var indices = new Uint16Array(numVerts);
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for (var ii = 0; ii < numVerts; ++ii) {
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indices[ii] = ii;
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}
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var indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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return program;
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}
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var p1 = setup(3, 0);
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var p2 = setup(60000, 3);
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for (var ii = 0; ii < 5; ++ii) {
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gl.useProgram(p1);
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gl.enableVertexAttribArray(0);
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gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0);
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glErrorShouldBe(
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gl, gl.NO_ERROR,
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"drawing using attrib 0 with 3 verts");
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gl.useProgram(p2);
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gl.enableVertexAttribArray(3);
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gl.drawArrays(gl.LINES, 0, 60000);
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glErrorShouldBe(
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gl, gl.NO_ERROR,
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"drawing using attrib 3 with 60000 verts");
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}
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wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be 0, 0, 0, 0");
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successfullyParsed = true;
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</script>
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<script>finishTest();</script>
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</body>
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</html>
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