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132 lines
7.0 KiB
HTML
132 lines
7.0 KiB
HTML
<!--
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Copyright (C) 2009 Apple Computer, Inc. All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-->
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<html>
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<head>
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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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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<script>
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description("Test of drawArrays with out-of-bounds parameters");
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var context = create3DContext();
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var program = loadStandardProgram(context);
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context.useProgram(program);
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var vertexObject = context.createBuffer();
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context.bindBuffer(context.ARRAY_BUFFER, vertexObject);
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context.enableVertexAttribArray(0);
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debug("Test empty buffer")
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context.bufferData(context.ARRAY_BUFFER, new Float32Array([ ]), context.STATIC_DRAW);
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context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0);
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 1)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 1, 0)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)");
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shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 100, 0)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)");
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debug("")
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debug("Test buffer with 3 float vectors")
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context.bufferData(context.ARRAY_BUFFER, new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), context.STATIC_DRAW);
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context.vertexAttribPointer(0, 3, context.FLOAT, false, 0, 0);
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shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 3)");
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shouldGenerateGLError(context, context.INVALID_ENUM, "context.drawArrays(0x0009, 0, 3)"); // GL_POLYGON
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 3, 2)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 10000000000000)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -1)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 0)");
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shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 0)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 100, 0)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 1, -1)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -1, 1)");
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debug("")
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debug("Test buffer with interleaved (3+2) float vectors")
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var program2 = createProgram(context,
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"attribute vec3 aOne;" +
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"attribute vec2 aTwo;" +
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"void main() { gl_Position = vec4(aOne, 1.0) + vec4(aTwo, 0.0, 1.0); }",
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"void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }",
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[ "aOne", "aTwo" ]);
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if (!program2) {
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testFailed("failed to create test program");
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}
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context.useProgram(program2);
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var vbo = context.createBuffer();
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context.bindBuffer(context.ARRAY_BUFFER, vbo);
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// enough for 9 vertices, so 3 triangles
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context.bufferData(context.ARRAY_BUFFER, new Float32Array(9*5), context.STATIC_DRAW);
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// bind first 3 elements, with a stride of 5 float elements
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context.vertexAttribPointer(0, 3, context.FLOAT, false, 5*4, 0);
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// bind 2 elements, starting after the first 3; same stride of 5 float elements
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context.vertexAttribPointer(1, 2, context.FLOAT, false, 5*4, 3*4);
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context.enableVertexAttribArray(0);
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context.enableVertexAttribArray(1);
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shouldGenerateGLError(context, context.NO_ERROR, "context.drawArrays(context.TRIANGLES, 0, 9)");
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// negative values must generate INVALID_VALUE; they can never be valid
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, -500)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, 1)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, -200, -500)");
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// 0xffffffff needs to convert to a 'long' IDL argument as -1, as per
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// WebIDL 4.1.7. JS ToInt32(0xffffffff) == -1, which is the first step
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// of the conversion. Thus INVALID_VALUE.
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0, 0xffffffff)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 1)");
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shouldGenerateGLError(context, context.INVALID_VALUE, "context.drawArrays(context.TRIANGLES, 0xffffffff, 0xffffffff)");
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// values that could otherwise be valid but aren't due to bindings generate
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// INVALID_OPERATION
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 200)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0, 0x7fffffff)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 1)");
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shouldGenerateGLError(context, context.INVALID_OPERATION, "context.drawArrays(context.TRIANGLES, 0x7fffffff, 0x7fffffff)");
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debug("")
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successfullyParsed = true;
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</script>
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<script src="../resources/js-test-post.js"></script>
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</body>
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</html>
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