﻿<!--

/*
** Copyright (c) 2013 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 ANGLE_instanced_arrays Conformance Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/desktop-gl-constants.js"></script>
<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>
<!-- Shaders for testing instanced draws -->
<script id="outputVertexShader" type="x-shader/x-vertex">
attribute vec4 aPosition;
attribute vec2 aOffset;
attribute vec4 aColor;
varying vec4 vColor;
void main() {
    vColor = aColor;
    gl_Position = aPosition + vec4(aOffset, 0.0, 0.0);
}
</script>

<script id="outputFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 vColor;
void main() {
    gl_FragColor = vColor;
}
</script>

<script id="drawArraysTestVertexShader" type="x-shader/x-vertex">
attribute vec3 aPosition;
attribute vec3 aInstancePos;
uniform vec3 uOffset;
void main() {
    gl_Position = vec4(aPosition.xyz + aInstancePos.xyz + uOffset, 1.0);
}
</script>

<script id="drawArraysTestFragmentShader" type="x-shader/x-fragment">
void main() {
    gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
</script>

<script>
"use strict";
description("This test verifies the functionality of the ANGLE_instanced_arrays extension, if it is available.");

debug("");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas);
var ext = null;
var vaoext = null;

var positionLoc = 0;
var offsetLoc = 2;
var colorLoc = 3;
var program;

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

    runDivisorTestDisabled();

    // Query the extension and store globally so shouldBe can access it
    ext = wtu.getExtensionWithKnownPrefixes(gl, "ANGLE_instanced_arrays");
    if (!ext) {
        testPassed("No ANGLE_instanced_arrays support -- this is legal");

        runSupportedTest(false);
        finishTest();
    } else {
        testPassed("Successfully enabled ANGLE_instanced_arrays extension");

        runSupportedTest(true);

        runDivisorTestEnabled();
        runUniqueObjectTest();

        setupCanvas();
        runOutputTests();
        runDrawArraysWithOffsetTest();
        runVAOInstancingInteractionTest();
        runANGLECorruptionTest();
    }
}

function runSupportedTest(extensionEnabled) {
    var supported = gl.getSupportedExtensions();
    if (supported.indexOf("ANGLE_instanced_arrays") >= 0) {
        if (extensionEnabled) {
            testPassed("ANGLE_instanced_arrays listed as supported and getExtension succeeded");
        } else {
            testFailed("ANGLE_instanced_arrays listed as supported but getExtension failed");
        }
    } else {
        if (extensionEnabled) {
            testFailed("ANGLE_instanced_arrays not listed as supported but getExtension succeeded");
        } else {
            testPassed("ANGLE_instanced_arrays not listed as supported and getExtension failed -- this is legal");
        }
    }
}

function runDivisorTestDisabled() {
    debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension disabled");

    var VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE;

    gl.getVertexAttrib(0, VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should not be queryable if extension is disabled");
}

function runDivisorTestEnabled() {
    debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE with extension enabled");

    shouldBe("ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE", "0x88FE");

    var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);

    for (var i = 0; i < max_vertex_attribs; ++i) {
        var queried_value = gl.getVertexAttrib(i, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
        if(queried_value == 0){
            testPassed("Vertex attribute " + i + " must has a default divisor of 0");
        }
        else{
            testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value);
        }
    }

    ext.vertexAttribDivisorANGLE(max_vertex_attribs, 2);
    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisorANGLE index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value");

    ext.vertexAttribDivisorANGLE(max_vertex_attribs-1, 2);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisorANGLE index set less than MAX_VERTEX_ATTRIBS should succeed");

    var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, ext.VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
    if(queried_value == 2){
        testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE matches expecation");
    }
    else{
        testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE should be: 2, returned value was: " + queried_value);
    }
}

function setupCanvas() {
    canvas.width = 50; canvas.height = 50;
    gl.viewport(0, 0, canvas.width, canvas.height);
    gl.clearColor(0, 0, 0, 0);

    program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]);
    ext = gl.getExtension("ANGLE_instanced_arrays");
}

function runOutputTests() {
    var instanceCount = 4;

    debug("Testing various draws for valid built-in function behavior");

    var offsets = new Float32Array([
        -1.0,  1.0,
         1.0,  1.0,
        -1.0, -1.0,
         1.0, -1.0,
    ]);
    var offsetBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);
    gl.enableVertexAttribArray(offsetLoc);
    gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
    ext.vertexAttribDivisorANGLE(offsetLoc, 1);

    var colors = new Float32Array([
        1.0, 0.0, 0.0, 1.0, // Red
        0.0, 1.0, 0.0, 1.0, // Green
        0.0, 0.0, 1.0, 1.0, // Blue
        1.0, 1.0, 0.0, 1.0, // Yellow
    ]);
    var colorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
    gl.enableVertexAttribArray(colorLoc);
    gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
    ext.vertexAttribDivisorANGLE(colorLoc, 1);

    wtu.setupUnitQuad(gl, 0);

    // Draw 1: Regular drawArrays
    debug("");
    debug("Testing drawArrays with non-zero divisor");
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawArrays when the extension is enabled");
    wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);

    // Draw 2: Draw Non-indexed instances
    debug("");
    debug("Testing drawArraysInstancedANGLE");
    gl.clear(gl.COLOR_BUFFER_BIT);

    // Test drawArraysInstancedANGLE error conditions
    ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
    wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
    wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
    wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
    wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);

    ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, -1);
    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a primcount less than 0");

    ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, -1, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstancedANGLE cannot have a count less than 0");

    ext.vertexAttribDivisorANGLE(positionLoc, 1);
    ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawArraysInstancedANGLE");
    ext.vertexAttribDivisorANGLE(positionLoc, 0);

    ext.drawArraysInstancedANGLE(gl.POINTS, 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with POINTS should succeed");
    ext.drawArraysInstancedANGLE(gl.LINES, 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINES should succeed");
    ext.drawArraysInstancedANGLE(gl.LINE_LIST, 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with LINE_LIST should return succeed");
    ext.drawArraysInstancedANGLE(gl.TRIANGLE_LIST, 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE with TRIANGLE_LIST should succeed");

    ext.drawArraysInstancedANGLE(desktopGL['QUAD_STRIP'], 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
    ext.drawArraysInstancedANGLE(desktopGL['QUADS'], 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with QUADS should return INVALID_ENUM");
    ext.drawArraysInstancedANGLE(desktopGL['POLYGON'], 0, 6, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstancedANGLE with POLYGON should return INVALID_ENUM");

    debug("");
    debug("Testing drawArraysInstancedANGLE with param 'first' > 0");
    gl.clear(gl.COLOR_BUFFER_BIT);
    wtu.setupQuad(gl, {
        positionLocation: 0,
        scale: 0.5
    });
    var offsetsHalf = new Float32Array([
        -0.5,  0.5,
         0.5,  0.5,
        -0.5, -0.5,
         0.5, -0.5
    ]);
    gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW);

    ext.drawArraysInstancedANGLE(gl.TRIANGLES, 3, 3, instanceCount);
    var w = Math.floor(0.25*canvas.width),
        h = Math.floor(0.25*canvas.height);
    wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]);
    wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]);
    wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]);
    wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]);

    wtu.setupUnitQuad(gl, 0);
    wtu.setupIndexedQuad(gl, 1, 0);
    gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW);

    // Draw 3: Regular drawElements
    debug("");
    debug("Testing drawElements with non-zero divisor");
    gl.clear(gl.COLOR_BUFFER_BIT);
    // Point to another location in the buffer so that the draw would overflow without the divisor
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 48);
    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertex attrib divisor should affect regular drawElements when the extension is enabled");
    wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);
    // Restore the vertex attrib pointer
    gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);

    // Draw 4: Draw indexed instances
    debug("");
    debug("Testing drawElementsInstancedANGLE");
    gl.clear(gl.COLOR_BUFFER_BIT);
    ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]);
    wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]);
    wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]);
    wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]);

    // Test drawElementsInstancedANGLE error conditions
    ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1);
    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a primcount less than 0");

    ext.drawElementsInstancedANGLE(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstancedANGLE cannot have a count less than 0");

    ext.vertexAttribDivisorANGLE(positionLoc, 1);
    ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "There must be at least one vertex attribute with a divisor of zero when calling drawElementsInstancedANGLE");
    ext.vertexAttribDivisorANGLE(positionLoc, 0);

    ext.drawElementsInstancedANGLE(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with UNSIGNED_BYTE should succeed");

    ext.drawElementsInstancedANGLE(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with POINTS should succeed");
    ext.drawElementsInstancedANGLE(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINES should succeed");
    ext.drawElementsInstancedANGLE(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with LINE_LIST should return succeed");
    ext.drawElementsInstancedANGLE(gl.TRIANGLE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstancedANGLE with TRIANGLE_LIST should succeed");

    ext.drawElementsInstancedANGLE(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUAD_STRIP should return INVALID_ENUM");
    ext.drawElementsInstancedANGLE(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with QUADS should return INVALID_ENUM");
    ext.drawElementsInstancedANGLE(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount);
    wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstancedANGLE with POLYGON should return INVALID_ENUM");
}

function runDrawArraysTest(program, first, count, instanceCount, offset)
{
    // Get the attribute and uniform locations
    var positionLoc = gl.getAttribLocation(program, "aPosition");
    var instancePosLoc = gl.getAttribLocation(program, "aInstancePos");
    var uniformLoc = gl.getUniformLocation(program, "uOffset");

    // Load the vertex positions
    var positions = new Float32Array([
        -1, -1,
        -1,  0,
         0,  0,

         0,  0,
         0, -1,
        -1, -1,

         1, -1,
         1,  0,
         0,  0,

         0,  0,
         0, -1,
         1, -1,
    ]);
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
    gl.enableVertexAttribArray(positionLoc);
    gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);

    // Load the instance positions
    var instancePositions = new Float32Array([
         0, 0,
         1, 0
    ]);
    var instancePositionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, instancePositionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, instancePositions, gl.STATIC_DRAW);
    gl.enableVertexAttribArray(instancePosLoc);
    gl.vertexAttribPointer(instancePosLoc, 2, gl.FLOAT, false, 0, 0);

    // Enable instancing
    ext.vertexAttribDivisorANGLE(instancePosLoc, 1);

    // Offset
    gl.uniform3fv(uniformLoc, offset);

    // Do the instanced draw
    ext.drawArraysInstancedANGLE(gl.TRIANGLES, first, count, instanceCount);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstancedANGLE should succeed");
}

function runDrawArraysWithOffsetTest()
{
    debug("");
    debug("Testing that the 'first' parameter to drawArraysInstancedANGLE is only an offset into the non-instanced vertex attributes.");
    // See: http://crbug.com/457269 and http://crbug.com/447140

    var drawArraysProgram = wtu.setupProgram(gl, ["drawArraysTestVertexShader", "drawArraysTestFragmentShader"]);

    gl.clear(gl.COLOR_BUFFER_BIT);

    runDrawArraysTest(drawArraysProgram, 0, 6, 2, [0, 0, 0]);

    runDrawArraysTest(drawArraysProgram, 6, 6, 2, [-1, 1, 0]);

    wtu.checkCanvasRect(gl, 0, 0, canvas.width, canvas.height, [255, 0, 0, 255]);
}

function runUniqueObjectTest()
{
    debug("");
    debug("Testing that getExtension() returns the same object each time");
    ext = null;
    gl.getExtension("ANGLE_instanced_arrays").myProperty = 2;
    webglHarnessCollectGarbage();
    shouldBe('gl.getExtension("ANGLE_instanced_arrays").myProperty', '2');
}

function runVAOInstancingInteractionTest()
{
    debug("")
    debug("Testing that ANGLE_instanced_arrays interacts correctly with OES_vertex_array_object if present");
    // See: https://github.com/KhronosGroup/WebGL/issues/1228

    // Query the extension and store globally so shouldBe can access it
    vaoext = gl.getExtension("OES_vertex_array_object");
    if (!vaoext) {
        testPassed("No OES_vertex_array_object support -- this is legal");
        return;
    }

    testPassed("Successfully enabled OES_vertex_array_object extension");

    gl.useProgram(program);

    var positions = new Float32Array([
         0.0,  1.0, // Left quad
        -1.0,  1.0,
        -1.0, -1.0,
         0.0,  1.0,
        -1.0, -1.0,
         0.0, -1.0,

         1.0,  1.0, // Right quad
         0.0,  1.0,
         0.0, -1.0,
         1.0,  1.0,
         0.0, -1.0,
         1.0, -1.0
    ]);
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);

    var colors = new Float32Array([
        1.0, 0.0, 0.0, 1.0, // Red
        1.0, 0.0, 0.0, 1.0,
        1.0, 0.0, 0.0, 1.0,
        1.0, 0.0, 0.0, 1.0,
        1.0, 0.0, 0.0, 1.0,
        1.0, 0.0, 0.0, 1.0,

        0.0, 0.0, 1.0, 1.0, // Blue
        0.0, 0.0, 1.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
    ]);
    var colorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);

    // Reset the divisor of the default VAO to 0
    ext.vertexAttribDivisorANGLE(colorLoc, 0);

    // Set up VAO with an attrib divisor
    var vao1 = vaoext.createVertexArrayOES();
    vaoext.bindVertexArrayOES(vao1);
    {
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.enableVertexAttribArray(positionLoc);
        gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);

        gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
        gl.enableVertexAttribArray(colorLoc);
        gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
        ext.vertexAttribDivisorANGLE(colorLoc, 1);

        gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
    }
    vaoext.bindVertexArrayOES(null);

    // Set up VAO with no attrib divisor
    var vao2 = vaoext.createVertexArrayOES();
    vaoext.bindVertexArrayOES(vao2);
    {
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.enableVertexAttribArray(positionLoc);
        gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);

        gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
        gl.enableVertexAttribArray(colorLoc);
        gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
        // Note that no divisor is set here, which implies that it's 0

        gl.vertexAttrib2fv(offsetLoc, [0.0, 0.0]);
    }
    vaoext.bindVertexArrayOES(null);

    debug("");
    debug("Ensure that Vertex Array Objects retain attrib divisors");

    vaoext.bindVertexArrayOES(vao1);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 12);
    // If the divisor is properly managed by the VAO a single red quad will be drawn
    wtu.checkCanvas(gl, [255, 0, 0, 255], "entire canvas should be red");

    vaoext.bindVertexArrayOES(vao2);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 12);
    // If the divisor is properly managed by the VAO a red and blue quad will be drawn.
    wtu.checkCanvasRects(gl, [
        wtu.makeCheckRect(0, 0, canvas.width * 0.5, canvas.height, [255, 0, 0, 255], "left half of canvas should be red", 1),
        wtu.makeCheckRect(canvas.width * 0.5, 0, canvas.width * 0.5, canvas.height, [0, 0, 255, 255], "right half of canvas should be blue", 1)
    ]);

    vaoext.bindVertexArrayOES(null);
}

function runANGLECorruptionTest()
{
    debug("")
    debug("Testing to ensure that rendering isn't corrupt due to an ANGLE bug");
    // See: https://code.google.com/p/angleproject/issues/detail?id=467

    setupCanvas();

    var tolerance = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher
    var instanceCount = 10; // Must be higher than 6
    var iteration = 0;
    var totalIterations = 10;

    var offsets = new Float32Array([
        0.0, 0.0,
        0.2, 0.0,
        0.4, 0.0,
        0.6, 0.0,
        0.8, 0.0,
        1.0, 0.0,
        1.2, 0.0,
        1.4, 0.0,
        1.6, 0.0,
        1.8, 0.0,
    ]);
    var offsetBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, offsets.byteLength * 2, gl.STATIC_DRAW);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, offsets);
    gl.enableVertexAttribArray(offsetLoc);
    gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0);
    ext.vertexAttribDivisorANGLE(offsetLoc, 1);

    var colors = new Float32Array([
        1.0, 0.0, 0.0, 1.0,
        1.0, 1.0, 0.0, 1.0,
        0.0, 1.0, 0.0, 1.0,
        0.0, 1.0, 1.0, 1.0,
        0.0, 0.0, 1.0, 1.0,
        1.0, 0.0, 1.0, 1.0,
        1.0, 0.0, 0.0, 1.0,
        1.0, 1.0, 0.0, 1.0,
        0.0, 1.0, 0.0, 1.0,
        0.0, 1.0, 1.0, 1.0,
    ]);
    var colorBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, colors.byteLength * 2, gl.STATIC_DRAW);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, colors);
    gl.enableVertexAttribArray(colorLoc);
    gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
    ext.vertexAttribDivisorANGLE(colorLoc, 1);

    gl.clear(gl.COLOR_BUFFER_BIT);
    wtu.setupUnitQuad(gl, 0);

    function cycleAndTest() {
        // Update the instanced data buffers outside the accessed range.
        // This, plus rendering more instances than vertices, triggers the bug.
        var nullData = new Float32Array(offsets.length);
        gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer);
        gl.bufferSubData(gl.ARRAY_BUFFER, offsets.byteLength, nullData);

        nullData = new Float32Array(colors.length);
        gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
        gl.bufferSubData(gl.ARRAY_BUFFER, colors.byteLength, nullData);

        ext.drawArraysInstancedANGLE(gl.TRIANGLES, 0, 6, instanceCount);

        // Make sure each color was drawn correctly
        var i;
        var passed = true;
        for (i = 0; i < instanceCount; ++i) {
            var w = canvas.width / instanceCount;
            var x = w * i;
            var color =  [colors[(i*4)] * 255, colors[(i*4)+1] * 255, colors[(i*4)+2] * 255, 255]

            wtu.checkCanvasRectColor(
                gl, x, 0, w, canvas.height, color, tolerance,
                function() {},
                function() {
                    passed = false;
                }, debug);
        }

        if (passed) {
            testPassed("Passed test " + iteration + " of " + totalIterations);
            if (iteration < totalIterations) {
                ++iteration;
                setTimeout(cycleAndTest, 0);
            } else {
                finishTest();
            }
        } else {
            testFailed("Failed test " + iteration + " of " + totalIterations);
            finishTest();
        }
    }

    cycleAndTest();
}
</script>
</body>
</html>
