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https://gitlab.winehq.org/wine/wine-gecko.git
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307 lines
12 KiB
HTML
307 lines
12 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html><head>
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<!--
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Tests for the OpenGL ES 2.0 HTML Canvas context
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Copyright (C) 2009 Ilmari Heikkinen <ilmari.heikkinen@gmail.com>
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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-->
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<link rel="stylesheet" type="text/css" href="../unit.css" />
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<script type="application/x-javascript" src="../unit.js"></script>
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<script type="application/x-javascript" src="../util.js"></script>
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<script type="application/x-javascript">
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var verts = [0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0];
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var normals = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
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var texcoords = [0.0,0.0, 1.0,0.0, 0.0,1.0];
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var vertsA = new Float32Array(verts);
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var normalsA = new Float32Array(normals);
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var texcoordsA = new Float32Array(texcoords);
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Tests.startUnit = function () {
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var canvas = document.getElementById('gl');
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var gl = wrapGLContext(canvas.getContext(GL_CONTEXT_ID));
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var prog = new Shader(gl, 'vert', 'frag');
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prog.use();
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var v = prog.attrib('Vertex');
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var n = prog.attrib('Normal');
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var t = prog.attrib('Tex');
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return [gl,prog,v,n,t];
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}
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Tests.setup = function(gl, prog, v,n,t) {
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return [gl, prog, v,n,t];
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}
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Tests.teardown = function(gl, prog, v,n,t) {
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gl.disableVertexAttribArray(v);
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gl.disableVertexAttribArray(n);
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gl.disableVertexAttribArray(t);
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}
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Tests.endUnit = function(gl, prog, v,n,t) {
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prog.destroy();
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}
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Tests.testDrawArraysEmpty = function(gl, prog, v,n,t) {
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var b = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, b);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
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assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);})
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gl.enableVertexAttribArray(v);
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assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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gl.deleteBuffer(b);
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}
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Tests.testDrawArraysOutOfBounds = function(gl, prog, v,n,t) {
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var b = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, b);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([]), gl.STATIC_DRAW);
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assertOk(function(){gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);});
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gl.enableVertexAttribArray(v);
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assertGLError(gl, gl.INVALID_OPERATION, "zero size array",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 1);});
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assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
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assertGLError(gl, gl.INVALID_OPERATION, "zero size array 10000000000000",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
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assertGLError(gl, gl.INVALID_OPERATION, "zero size array fraction",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 1.6);});
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assertGLError(gl, gl.INVALID_VALUE, "negative offset",
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function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
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assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
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function(){gl.drawArrays(gl.TRIANGLES, 1, 0);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 0);});
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assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
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function(){gl.drawArrays(gl.TRIANGLES, 1, -1);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 1);});
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gl.deleteBuffer(b);
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}
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Tests.testDrawArraysWithDataOutOfBounds = function(gl, prog, v,n,t) {
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var b = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, b);
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gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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assertGLError(gl, gl.INVALID_OPERATION, "3 element array",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 10000);});
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assertGLError(gl, gl.INVALID_OPERATION, "3 element array 10000000000000",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 10000000000000);});
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assertGLError(gl, gl.INVALID_OPERATION, "fractional count",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 1.6);});
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assertGLError(gl, gl.INVALID_VALUE, "negative offset",
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function(){gl.drawArrays(gl.TRIANGLES, 0, -1);});
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assertGLError(gl, gl.INVALID_OPERATION, "count out of range",
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function(){gl.drawArrays(gl.TRIANGLES, 4, 0);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 0);});
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assertGLError(gl, gl.INVALID_VALUE, "positive count, negative offset",
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function(){gl.drawArrays(gl.TRIANGLES, 2, -1);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count, positive offset",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 1);});
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gl.deleteBuffer(b);
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}
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Tests.testDrawArraysMultiOutOfBounds = function(gl, prog, v,n,t) {
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var bs = [];
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bs.push(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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gl.bufferData(gl.ARRAY_BUFFER, vertsA, gl.STATIC_DRAW);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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bs.push(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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gl.bufferData(gl.ARRAY_BUFFER, normalsA, gl.STATIC_DRAW);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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bs.push(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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gl.bufferData(gl.ARRAY_BUFFER, texcoordsA, gl.STATIC_DRAW);
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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gl.enableVertexAttribArray(n);
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gl.enableVertexAttribArray(t);
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 1",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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bs.push(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts.concat(verts)), gl.STATIC_DRAW);
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bs.push(gl.createBuffer());
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[bs.length-1]);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords.concat(texcoords)), gl.STATIC_DRAW);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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gl.enableVertexAttribArray(n);
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gl.enableVertexAttribArray(t);
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 2",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 3",
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function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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gl.enableVertexAttribArray(n);
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gl.enableVertexAttribArray(t);
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 4",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 5",
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function(){gl.drawArrays(gl.TRIANGLES, 4, 2);});
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[0]);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[1]);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[4]);
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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gl.enableVertexAttribArray(n);
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gl.enableVertexAttribArray(t);
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 6",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 7",
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function(){gl.drawArrays(gl.TRIANGLES, 3, 2);});
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[3]);
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gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, bs[2]);
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gl.vertexAttribPointer(t, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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gl.enableVertexAttribArray(n);
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gl.enableVertexAttribArray(t);
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 8",
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function(){gl.drawArrays(gl.TRIANGLES, 4, 1);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "zero count???",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 4);});
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assertGLError(gl, gl.INVALID_OPERATION, "multi array 9",
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function(){gl.drawArrays(gl.TRIANGLES, 1, 4);});
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bs.forEach(function(b){ gl.deleteBuffer(b) });
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}
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Tests.testDrawArraysVBOOutOfBounds = function(gl, prog, v,n,t) {
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var vbo = new VBO(gl, {size:3, data:Quad.vertices});
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vbo.use(v);
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assertGLError(gl, gl.INVALID_OPERATION, "1",
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function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "3",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
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assertGLError(gl, gl.INVALID_OPERATION, "4",
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function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
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vbo.destroy();
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}
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Tests.testDrawArraysVBOMultiOutOfBounds = function(gl, prog, v,n,t) {
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// creates VBOs for the quad arrays, binds them with
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// vertexAttribPointer and calls drawArrays
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var vbo = new VBO(gl,
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{size:3, data:Quad.vertices},
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{size:3, data:Quad.normals},
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{size:2, data:Quad.texcoords});
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vbo.use(v, n, t);
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assertGLError(gl, gl.INVALID_OPERATION, "1",
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function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
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assertGLError(gl, gl.INVALID_VALUE, "negative count",
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function(){gl.drawArrays(gl.TRIANGLES, -1, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "2",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 7);});
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assertGLError(gl, gl.INVALID_OPERATION, "3",
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function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
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vbo.destroy();
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}
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Tests.testDrawArraysOOBShaderJuggle = function(gl, prog, v,n,t) {
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var vbo = new VBO(gl,
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{size:3, data:[0,0,0]},
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{size:3, data:[0,0,0,0,0,0]});
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vbo.init();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[0]);
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gl.vertexAttribPointer(v, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(v);
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assertGLError(gl, gl.INVALID_OPERATION, "offset too big",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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var sh2 = new Shader(gl, 'vert', 'frag');
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sh2.use();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
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gl.vertexAttribPointer(sh2.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(sh2.attrib('Vertex'));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "offset too big 2",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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prog.use();
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gl.vertexAttribPointer(prog.attrib('Vertex'), 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(prog.attrib('Vertex'));
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assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
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assertGLError(gl, gl.INVALID_OPERATION, "offset too big 3",
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function(){gl.drawArrays(gl.TRIANGLES, 0, 3);});
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sh2.destroy();
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}
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</script>
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<script id="vert" type="x-shader/x-vertex">
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attribute vec3 Vertex;
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attribute vec3 Normal;
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attribute vec2 Tex;
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varying vec4 texCoord0;
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void main()
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{
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gl_Position = vec4(Vertex * Normal, 1.0);
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texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
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}
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</script>
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<script id="frag" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision highp float;
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#endif
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varying vec4 texCoord0;
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void main()
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{
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gl_FragColor = texCoord0;
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}
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</script>
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<style>canvas{ position:absolute; }</style>
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</head><body>
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<canvas id="gl" width="1" height="1"></canvas>
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</body></html>
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