tor-browser

The Tor Browser
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index-validation-with-resized-buffer.html (3469B)


      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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     12 <script src="../../js/js-test-pre.js"></script>
     13 <script src="../../js/webgl-test-utils.js"></script>
     14 </head>
     15 <body>
     16 <canvas id="example" width="1" height="1"></canvas>
     17 <div id="description"></div>
     18 <div id="console"></div>
     19 
     20 <script id="vs" type="x-shader/x-vertex">
     21 attribute vec4 vPosition;
     22 attribute vec4 vColor;
     23 varying vec4 color;
     24 void main() {
     25    gl_Position = vPosition;
     26    color = vColor;
     27 }
     28 </script>
     29 <script id="fs" type="x-shader/x-fragment">
     30 precision mediump float;
     31 varying vec4 color;
     32 void main() {
     33  gl_FragColor = color;
     34 }
     35 </script>
     36 <script>
     37 "use strict";
     38 description('Test that updating the size of a vertex buffer is properly noticed by the WebGL implementation.')
     39 
     40 var wtu = WebGLTestUtils;
     41 var gl = wtu.create3DContext("example");
     42 var program = wtu.setupProgram(gl, ["vs", "fs"], ["vPosition", "vColor"]);
     43 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initialization");
     44 
     45 var vertexObject = gl.createBuffer();
     46 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
     47 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
     48    [-1,1,0, 1,1,0, -1,-1,0,
     49     -1,-1,0, 1,1,0, 1,-1,0]), gl.STATIC_DRAW);
     50 gl.enableVertexAttribArray(0);
     51 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
     52 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex setup");
     53 
     54 var texCoordObject = gl.createBuffer();
     55 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
     56 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(
     57    [0,0, 1,0, 0,1,
     58     0,1, 1,0, 1,1]), gl.STATIC_DRAW);
     59 gl.enableVertexAttribArray(1);
     60 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
     61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coord setup");
     62 
     63 // Now resize these buffers because we want to change what we're drawing.
     64 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
     65 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
     66    -1,1,0, 1,1,0, -1,-1,0, 1,-1,0,
     67    -1,1,0, 1,1,0, -1,-1,0, 1,-1,0]), gl.STATIC_DRAW);
     68 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after vertex redefinition");
     69 gl.bindBuffer(gl.ARRAY_BUFFER, texCoordObject);
     70 gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array([
     71    255, 0, 0, 255,
     72    255, 0, 0, 255,
     73    255, 0, 0, 255,
     74    255, 0, 0, 255,
     75    0, 255, 0, 255,
     76    0, 255, 0, 255,
     77    0, 255, 0, 255,
     78    0, 255, 0, 255]), gl.STATIC_DRAW);
     79 gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, false, 0, 0);
     80 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture coordinate / color redefinition");
     81 
     82 var numQuads = 2;
     83 var indices = new Uint8Array(numQuads * 6);
     84 for (var ii = 0; ii < numQuads; ++ii) {
     85    var offset = ii * 6;
     86    var quad = (ii == (numQuads - 1)) ? 4 : 0;
     87    indices[offset + 0] = quad + 0;
     88    indices[offset + 1] = quad + 1;
     89    indices[offset + 2] = quad + 2;
     90    indices[offset + 3] = quad + 2;
     91    indices[offset + 4] = quad + 1;
     92    indices[offset + 5] = quad + 3;
     93 }
     94 var indexObject = gl.createBuffer();
     95 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
     96 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
     97 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
     98 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
     99 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
    100 
    101 debug("")
    102 var successfullyParsed = true;
    103 </script>
    104 
    105 <script src="../../js/js-test-post.js"></script>
    106 </body>
    107 </html>