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instanced-rendering-large-divisor.html (4440B)


      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>WebGL Instanced Arrays Conformance Tests - large vertex attrib divisors</title>
     12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     13 <script src="../../js/desktop-gl-constants.js"></script>
     14 <script src="../../js/js-test-pre.js"></script>
     15 <script src="../../js/webgl-test-utils.js"></script>
     16 </head>
     17 <body>
     18 <div id="description"></div>
     19 <canvas id="canvas"> </canvas>
     20 <div id="console"></div>
     21 <script id="outputVertexShader" type="x-shader/x-vertex">#version 300 es
     22 layout(location = 0) in vec2 a_position;
     23 layout(location = 1) in float a_positionOffset;
     24 layout(location = 2) in vec4 a_color;
     25 out vec4 v_color;
     26 void main()
     27 {
     28    gl_Position = vec4(a_position.x * 0.05 + a_positionOffset, a_position.y * 0.05, 0.0, 1.0);
     29    v_color = a_color;
     30 }
     31 </script>
     32 
     33 <script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es
     34 precision highp float;
     35 in vec4 v_color;
     36 out vec4 my_FragColor;
     37 void main()
     38 {
     39    my_FragColor = v_color;
     40 }
     41 </script>
     42 
     43 <script>
     44 "use strict";
     45 description("Test switching vertex attrib divisor of one attribute between different large values");
     46 // This is a regression test for http://anglebug.com/2832
     47 
     48 debug("");
     49 
     50 var wtu = WebGLTestUtils;
     51 var canvas = document.getElementById("canvas");
     52 canvas.width = 256;
     53 canvas.height = 256;
     54 var gl = wtu.create3DContext(canvas, null, 2);
     55 
     56 var colorDivisor = 65536 * 2;
     57 
     58 if (!gl) {
     59    testFailed("WebGL context does not exist");
     60 } else {
     61    testPassed("WebGL context exists");
     62 
     63    runTest();
     64 }
     65 
     66 function runTest() {
     67    var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"]);
     68 
     69    gl.clearColor(0.0, 0.0, 1.0, 1.0);
     70 
     71    wtu.setupIndexedQuadWithOptions(gl, {positionLocation: 0});
     72 
     73    var offsetBuf = gl.createBuffer();
     74    gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuf);
     75    // Note that only the first two offsets below should be used for rendering.
     76    // We add some extra ones to the buffer since it can reveal if a too small divisor is used on the WebGL backend.
     77    var offsetData = [];
     78    for (var i = 0; i < 4; ++i) {
     79        offsetData.push(0.0 + i * 0.25);
     80    }
     81    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(offsetData), gl.DYNAMIC_DRAW);
     82 
     83    gl.enableVertexAttribArray(1);
     84    gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
     85 
     86    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up vertex buffer should succeed");
     87 
     88    var colorBuf = gl.createBuffer();
     89    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuf);
     90    // Red and green colors.
     91    var colorData = new Float32Array([1.0, 0.0, 0.0, 1.0,
     92                                      0.0, 1.0, 0.0, 1.0]);
     93    gl.bufferData(gl.ARRAY_BUFFER, colorData, gl.DYNAMIC_DRAW);
     94 
     95    gl.enableVertexAttribArray(2);
     96    gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0);
     97    gl.vertexAttribDivisor(2, colorDivisor);
     98 
     99    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up color buffer should succeed");
    100 
    101    var divisorsToTry = [
    102        256,
    103        65536,
    104        65536 * 2
    105    ];
    106 
    107    for (var i = 0; i < divisorsToTry.length; ++i) {
    108        runDrawElementsTest(divisorsToTry[i]);
    109    }
    110 }
    111 
    112 function runDrawElementsTest(divisor) {
    113    debug("Using divisor " + divisor);
    114    gl.clear(gl.COLOR_BUFFER_BIT);
    115    gl.vertexAttribDivisor(1, divisor);
    116 
    117    var instanceCount = divisor + 1;
    118    var quadsRendered = Math.floor((instanceCount - 1) / divisor) + 1;
    119 
    120    gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    121 
    122    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Instanced draw should succeed");
    123 
    124    for (var quadIndex = 0; quadIndex < quadsRendered + 1; ++quadIndex) {
    125        var quadX = Math.floor((quadIndex / 8) * 256 + 128);
    126        var quadY = 128;
    127        if (quadIndex < quadsRendered) {
    128            var quadColorIndex = Math.floor((quadIndex * divisor) / colorDivisor);
    129            if (quadColorIndex == 0) {
    130                wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [255, 0, 0, 255]);
    131            } else {
    132                wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 255, 0, 255]);
    133            }
    134        } else {
    135            wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 0, 255, 255]);
    136        }
    137    }
    138 }
    139 
    140 debug("");
    141 var successfullyParsed = true;
    142 </script>
    143 <script src="../../js/js-test-post.js"></script>
    144 </body>
    145 </html>