gecko/content/canvas/test/webgl/conformance/index-validation.html

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<html>
<head>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
description("Tests that index validation verifies the correct number of indices");
var gl = create3DContext();
var program = loadStandardProgram(gl);
// 3 vertices => 1 triangle, interleaved data
var dataComplete = new Float32Array([0, 0, 0, 1,
0, 0, 1,
1, 0, 0, 1,
0, 0, 1,
1, 1, 1, 1,
0, 0, 1]);
var dataIncomplete = new Float32Array([0, 0, 0, 1,
0, 0, 1,
1, 0, 0, 1,
0, 0, 1,
1, 1, 1, 1]);
var indices = new Uint16Array([0, 1, 2]);
debug("Testing with valid indices");
var bufferComplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferComplete);
gl.bufferData(gl.ARRAY_BUFFER, dataComplete, gl.STATIC_DRAW);
var elements = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elements);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
gl.useProgram(program);
var vertexLoc = gl.getAttribLocation(program, "a_vertex");
var normalLoc = gl.getAttribLocation(program, "a_normal");
gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * gl.sizeInBytes(gl.FLOAT), 0);
gl.enableVertexAttribArray(vertexLoc);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * gl.sizeInBytes(gl.FLOAT), 4 * gl.sizeInBytes(gl.FLOAT));
gl.enableVertexAttribArray(normalLoc);
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
shouldBe('gl.getError()', '0');
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0)');
shouldBe('gl.getError()', '0');
debug("Testing with out-of-range indices");
var bufferIncomplete = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
gl.bufferData(gl.ARRAY_BUFFER, dataIncomplete, gl.STATIC_DRAW);
gl.vertexAttribPointer(vertexLoc, 4, gl.FLOAT, false, 7 * gl.sizeInBytes(gl.FLOAT), 0);
gl.enableVertexAttribArray(vertexLoc);
gl.disableVertexAttribArray(normalLoc);
debug("Enable vertices, valid");
shouldBe('gl.getError()', '0');
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0)');
shouldBe('gl.getError()', '0');
debug("Enable normals, out-of-range");
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 7 * gl.sizeInBytes(gl.FLOAT), 4 * gl.sizeInBytes(gl.FLOAT));
gl.enableVertexAttribArray(normalLoc);
shouldBe('gl.getError()', '0');
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0)');
shouldBe('gl.getError()', 'gl.INVALID_OPERATION');
debug("Test with enabled attribute that does not belong to current program");
gl.disableVertexAttribArray(normalLoc);
var extraLoc = Math.max(vertexLoc, normalLoc) + 1;
gl.enableVertexAttribArray(extraLoc);
debug("Enable an extra attribute with null");
shouldBe('gl.getError()', '0');
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0)');
shouldBe('gl.getError()', 'gl.INVALID_OPERATION');
debug("Enable an extra attribute with insufficient data buffer");
gl.vertexAttribPointer(extraLoc, 3, gl.FLOAT, false, 7 * gl.sizeInBytes(gl.FLOAT), 4 * gl.sizeInBytes(gl.FLOAT));
shouldBe('gl.getError()', '0');
shouldBeUndefined('gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_SHORT, 0)');
shouldBe('gl.getError()', '0');
successfullyParsed = true;
</script>
<script src="../resources/js-test-post.js"></script>
</body>
</html>