106 lines
3.4 KiB
HTML
106 lines
3.4 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<title>WebGL array bounds clamping conformance test.</title>
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<script src="../../../resources/js-test.js"></script>
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<script src="resources/webgl-test.js"> </script>
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</head>
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<body>
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<canvas id="example" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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#ifdef GL_ES
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precision highp float;
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#endif
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attribute vec4 vPosition;
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attribute float index;
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uniform float shades[8];
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varying vec4 texColor;
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void main()
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{
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gl_Position = vPosition;
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texColor = vec4(shades[int(index)], 0, 0, 1.0);
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}
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</script>
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<script id="fshader" 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 texColor;
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void main()
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{
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gl_FragColor = texColor;
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}
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</script>
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<script>
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function init()
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{
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if (window.initNonKhronosFramework)
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window.initNonKhronosFramework(false);
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debug("Checks that array access in a shader can not read out of bounds");
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debug("");
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gl = initWebGL("example", "vshader", "fshader", [ "vPosition", "index" ],
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[ 1, 1, 1, 1 ], 1);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER,
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new Float32Array([ -1,1,0, 1,1,0, -1,-1,0,
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-1,-1,0, 1,1,0, 1,-1,0 ]),
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gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER,
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// Create an array that exercises well outside the
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// limits on each side, near the limits, and the
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// exact limits.
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// This should be clamped to [0, 0, 0, 7, 7, 7]
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new Float32Array([ -123456789, -1, 0, 7, 8, 123456789]),
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gl.STATIC_DRAW);
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0);
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var loc = gl.getUniformLocation(gl.program, "shades");
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gl.uniform1fv(loc, [0.25, 0.5, 0, 0, 0, 0, 0.75, 1]);
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checkRedValue(0, 38, 64, "Top left corner should clamp to index 0");
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checkRedValue(37, 38, 64, "Inside top right corner should clamp to index 0");
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checkRedValue(0, 1, 64, "Inside bottom left corner should clamp to index 0");
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checkRedValue(38, 0, 255, "Bottom right corner should clamp to index 7");
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checkRedValue(3, 1, 255, "Outside bottom left corner should clamp to index 7");
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checkRedValue(38, 37, 255, "Outside top right corner should clamp to index 7");
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function checkRedValue(x, y, value, msg) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.flush();
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var buf = new Uint8Array(4);
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gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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if (buf[0] != value || buf[1] != 0 || buf[2] != 0 || buf[3] != 255) {
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debug('expected: rgb(' + value + ', 0, 0, 255) was rgb(' + buf[0] + ', ' + buf[1] + ', ' + buf[2] + ', ' + buf[3] + ')');
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testFailed(msg);
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return;
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}
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testPassed(msg);
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}
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}
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init();
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</script>
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</body>
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</html>
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