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gl-vertexattribpointer-offsets.html (7423B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9  <head>
     10 <meta charset="utf-8">
     11    <title>vertexattribpointer offsets test</title>
     12    <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     13    <script src="../../js/js-test-pre.js"></script>
     14    <script src="../../js/webgl-test-utils.js"> </script>
     15 </head>
     16 <body>
     17 <canvas id="example" width="50" height="50">
     18 There is supposed to be an example drawing here, but it's not important.
     19 </canvas>
     20 <div id="description"></div>
     21 <div id="console"></div>
     22    <script id="vshader" type="x-shader/x-vertex">
     23        attribute vec4 vPosition;
     24        void main()
     25        {
     26            gl_Position = vPosition;
     27        }
     28    </script>
     29 
     30    <script id="fshader" type="x-shader/x-fragment">
     31        precision mediump float;
     32        uniform vec4 color;
     33        void main()
     34        {
     35            gl_FragColor = color;
     36        }
     37    </script>
     38 
     39    <script>
     40        "use strict";
     41        function init()
     42        {
     43            description("test vertexattribpointer offsets work");
     44 
     45            var wtu = WebGLTestUtils;
     46            var gl = wtu.create3DContext("example");
     47            var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition"]);
     48 
     49            var tests = [
     50              { data: new Float32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
     51                type: gl.FLOAT,
     52                componentSize: 4,
     53                normalize: false,
     54              },
     55              { data: new Uint16Array([ 0, 32767, 0, 32767, 0, 0, 0, 0, 0]),
     56                type: gl.SHORT,
     57                componentSize: 2,
     58                normalize: true,
     59              },
     60              { data: new Uint16Array([ 0, 65535, 0, 65535, 0, 0, 0, 0, 0 ]),
     61                type: gl.UNSIGNED_SHORT,
     62                componentSize: 2,
     63                normalize: true,
     64              },
     65              { data: new Uint16Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
     66                type: gl.UNSIGNED_SHORT,
     67                componentSize: 2,
     68                normalize: false,
     69              },
     70              { data: new Uint16Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
     71                type: gl.SHORT,
     72                componentSize: 2,
     73                normalize: false,
     74              },
     75              { data: new Uint8Array([ 0, 127, 0, 127, 0, 0, 0, 0, 0 ]),
     76                type: gl.BYTE,
     77                componentSize: 1,
     78                normalize: true,
     79              },
     80              { data: new Uint8Array([ 0, 255, 0, 255, 0, 0, 0, 0, 0 ]),
     81                type: gl.UNSIGNED_BYTE,
     82                componentSize: 1,
     83                normalize: true,
     84              },
     85              { data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
     86                type: gl.BYTE,
     87                componentSize: 1,
     88                normalize: false,
     89              },
     90              { data: new Uint8Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0 ]),
     91                type: gl.UNSIGNED_BYTE,
     92                componentSize: 1,
     93                normalize: false,
     94              }
     95            ];
     96 
     97            if (wtu.getDefault3DContextVersion() >= 2) {
     98              tests.push(...[
     99                  { data: new Int32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0]),
    100                    type: gl.INT,
    101                    componentSize: 4,
    102                    normalize: false,
    103                  },
    104                  { data: new Int32Array([ 0, 2147483647, 0, 2147483647, 0, 0, 0, 0, 0]),
    105                    type: gl.INT,
    106                    componentSize: 4,
    107                    normalize: true,
    108                  },
    109                  { data: new Uint32Array([ 0, 1, 0, 1, 0, 0, 0, 0, 0]),
    110                    type: gl.UNSIGNED_INT,
    111                    componentSize: 4,
    112                    normalize: false,
    113                  },
    114                  { data: new Uint32Array([ 0, 4294967295, 0, 4294967295, 0, 0, 0, 0, 0]),
    115                    type: gl.UNSIGNED_INT,
    116                    componentSize: 4,
    117                    normalize: true,
    118                  },
    119                  { data: new Uint16Array([ 0, 0b11110000000000, 0, 0b11110000000000, 0, 0, 0, 0, 0]),
    120                    type: gl.HALF_FLOAT,
    121                    componentSize: 2,
    122                    normalize: false,
    123                  },
    124                  { data: new Uint16Array([ 0, 0b11110000000000, 0, 0b11110000000000, 0, 0, 0, 0, 0]),
    125                    type: gl.HALF_FLOAT,
    126                    componentSize: 2,
    127                    normalize: false,
    128                  }
    129                ]);
    130            }
    131 
    132            var vertexObject = gl.createBuffer();
    133            gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    134            gl.bufferData(gl.ARRAY_BUFFER, 1024, gl.STATIC_DRAW);
    135            gl.enableVertexAttribArray(0);
    136 
    137            var colorLoc = gl.getUniformLocation(program, "color");
    138            var kNumVerts = 3;
    139            var kNumComponents = 3;
    140 
    141            var count = 0;
    142            for (var tt = 0; tt < tests.length; ++tt) {
    143              var test = tests[tt];
    144              for (var oo = 0; oo < 3; ++oo) {
    145                for (var ss = 0; ss < 3; ++ss) {
    146                  var offset = (oo + 1) * test.componentSize;
    147                  var color = (count % 2) ? [1, 0, 0, 1] : [0, 1, 0, 1];
    148                  var stride = test.componentSize * kNumComponents + test.componentSize * ss;
    149                  debug("");
    150                  debug("check with " + wtu.glEnumToString(gl, test.type) + " at offset: " + offset + " with stride:" + stride + " normalize: " + test.normalize);
    151                  gl.uniform4fv(colorLoc, color);
    152                  var data = new Uint8Array(test.componentSize * kNumVerts * kNumComponents + stride * (kNumVerts - 1));
    153                  var view = new Uint8Array(test.data.buffer);
    154                  var size = test.componentSize * kNumComponents;
    155                  for (var jj = 0; jj < kNumVerts; ++jj) {
    156                    var off1 = jj * size;
    157                    var off2 = jj * stride;
    158                    for (var zz = 0; zz < size; ++zz) {
    159                      data[off2 + zz] = view[off1 + zz];
    160                    }
    161                  }
    162                  gl.bufferSubData(gl.ARRAY_BUFFER, offset, data);
    163                  gl.vertexAttribPointer(0, 3, test.type, test.normalize, stride, offset);
    164                  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    165                  gl.drawArrays(gl.TRIANGLES, 0, 3);
    166 
    167                  var buf = new Uint8Array(50 * 50 * 4);
    168                  gl.readPixels(0, 0, 50, 50, gl.RGBA, gl.UNSIGNED_BYTE, buf);
    169 
    170                  var black = [0, 0, 0, 0];
    171                  var other = [color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255];
    172                  var otherMsg = "should be " + ((count % 2) ? "red" : "green")
    173                  wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, "should be black", 0);
    174                  wtu.checkCanvasRect(gl, 0, 49, 1, 1, black, "should be black", 0);
    175                  wtu.checkCanvasRect(gl, 26, 40, 1, 1, other, otherMsg, 0);
    176                  wtu.checkCanvasRect(gl, 26, 27, 1, 1, other, otherMsg, 0);
    177                  wtu.checkCanvasRect(gl, 40, 27, 1, 1, other, otherMsg, 0);
    178                  ++count;
    179                }
    180              }
    181            }
    182       }
    183 
    184       init();
    185       var successfullyParsed = true;
    186    </script>
    187 <script src="../../js/js-test-post.js"></script>
    188 
    189 </body>
    190 </html>