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Test for having the same read and write buffer using a transform feed…
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note: there are 2 lines marked as "FIXME" that I believe should be removed
assuming the spec changes so that `gl.bindBuffer` is less strict
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greggman committed Mar 28, 2017
1 parent 8c27fd4 commit 3ff07f5
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1 change: 1 addition & 0 deletions sdk/tests/conformance2/transform_feedback/00_test_list.txt
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transform_feedback.html
transform_feedback_same_buffers_as_input_and_output.html
two-unreferenced-varyings.html
unwritten-output-defaults-to-zero.html
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<!--
/*
** Copyright (c) 2017 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Transform Feedback Conformance Test - Same Buffers as Input and Output</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">#version 300 es
in float in_value;
out float out_value;

void main() {
out_value = in_value * 2.;
}
</script>
<script id="fshader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 dummy;
void main() {
dummy = vec4(1);
}
</script>
<script>
"use strict";
description("This test verifies trying to read and write from the same buffers fails");

debug("");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, null, 2);

if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");

runSameInputOutputTest();
finishTest();
}

function runSameInputOutputTest() {
const prog = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"],
["out_value"], gl.SEPARATE_ATTRIBS,
["in_value"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "linking transform feedback shader should not set an error");

const inLoc = 0;
const outLoc = 0;

const srcBuffer1 = createBuffer(gl, new Float32Array([1, 2, 3]));
const srcVAO1 = createVAO(gl, srcBuffer1, inLoc);

const dstBuffer = createBuffer(gl, Float32Array.BYTES_PER_ELEMENT * 3);
const srcVAO2 = createVAO(gl, dstBuffer, inLoc);

const tf = gl.createTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.useProgram(prog);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, outLoc, dstBuffer);
// this binds the default (id = 0) TRANSFORM_FEEBACK buffer
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);

// FIXME: this should not be needed once the spec and implementations are fixed
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, outLoc, null); // this is not needed

runFeedback(gl, prog, srcVAO1, tf);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");

const expected = [2, 4, 6];
gl.bindBuffer(gl.ARRAY_BUFFER, dstBuffer);
wtu.checkFloatBuffer(gl, gl.ARRAY_BUFFER, expected);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");

// this should fail because the transform feedback's buffer #0 and the
// srcVAO2's buffer #0 are the same buffer
runFeedback(gl, prog, srcVAO2, tf);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "reading and writing to same buffer");

gl.bindBuffer(gl.ARRAY_BUFFER, dstBuffer);
wtu.checkFloatBuffer(gl, gl.ARRAY_BUFFER, expected, "should be the same as before as nothing has executed");

}

function runFeedback(gl, prog, srcVAO, tf) {
gl.enable(gl.RASTERIZER_DISCARD);

gl.useProgram(prog);
gl.bindVertexArray(srcVAO);

gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf);
gl.beginTransformFeedback(gl.TRIANGLES);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.endTransformFeedback();

// FIXME: this should not be needed once the spec and implementations are fixed
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null); // this is not needed

gl.disable(gl.RASTERIZER_DISCARD);
}

function createBuffer(gl, dataOrSize) {
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, dataOrSize, gl.STATIC_DRAW);
// FIXME: this should not be needed once the spec and implementations are fixed
gl.bindBuffer(gl.ARRAY_BUFFER, null); // this is not needed
return buf;
}

function createVAO(gl, buf, inLoc) {
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.enableVertexAttribArray(inLoc);
gl.vertexAttribPointer(inLoc, 1, gl.FLOAT, false, 0, 0);
// FIXME: this should not be needed once the spec and implementations are fixed
gl.bindBuffer(gl.ARRAY_BUFFER, null); // this is not needed
gl.bindVertexArray(null);
return vao;
}
</script>

</body>
</html>

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