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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html')
-rw-r--r-- | dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html b/dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html new file mode 100644 index 000000000..987af9e37 --- /dev/null +++ b/dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html @@ -0,0 +1,159 @@ +<!DOCTYPE HTML> +<title>WebGL test: Hidden depth/stencil passes without a depth/stencil buffer respectively</title> +<script src='/tests/SimpleTest/SimpleTest.js'></script> +<link rel='stylesheet' href='/tests/SimpleTest/test.css'> +<script src='webgl-util.js'></script> +<body> +<script id='vs' type='x-shader/x-vertex'> + void main(void) { + gl_PointSize = 1.0; // Note that this is undefined if we don't write to it! + gl_Position = vec4(vec3(0), 1); + } +</script> + +<script id='fs' type='x-shader/x-fragment'> + precision mediump float; + + void main(void) { + gl_FragColor = vec4(0, 1, 0, 1); + } +</script> +<script> + +function ColorString(arr) { + return '[' + arr[0] + ', ' + arr[1] + ', ' + arr[2] + ', ' + arr[3] + ']'; +} + +function DrawAndCheck(gl, infoPrefix, refColorStr) { + gl.viewport(0, 0, 1, 1); + + gl.clearColor(1, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + gl.drawArrays(gl.POINTS, 0, 1); + + var pixel = new Uint8Array(4); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); + var pixelStr = ColorString(pixel); + + ok(pixelStr == refColorStr, infoPrefix + pixelStr + ' should be ' + refColorStr); +} + +function TestCurrent(gl, attribs, infoPrefix) { + infoPrefix = infoPrefix + JSON.stringify(attribs) + ': '; + + var CLEAR_COLOR = ColorString([255, 0, 0, 255]); + var DRAW_COLOR = ColorString([0, 255, 0, 255]); + + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.STENCIL_TEST); + + DrawAndCheck(gl, infoPrefix + 'initial: ', DRAW_COLOR); + + if (!attribs.depth) { + gl.enable(gl.DEPTH_TEST); + gl.depthFunc(gl.NEVER); + + gl.disable(gl.STENCIL_TEST); + + // Depth test is enabled, and should pass NEVER. + // Since there is no depth buffer, the depth test is not run. + // Stencil test is disabled. + DrawAndCheck(gl, infoPrefix + 'no-depth: ', DRAW_COLOR); + } + + if (!attribs.stencil) { + gl.disable(gl.DEPTH_TEST); + + gl.enable(gl.STENCIL_TEST); + gl.stencilFunc(gl.NEVER, 0, 0); + + // Depth test is disabled. + // Stencil test is enabled, and should pass NEVER. + // Since there is no stencil buffer, the stencil test is not run. + DrawAndCheck(gl, infoPrefix + 'no-stencil: ', DRAW_COLOR); + } +} + +function TestBackbuffer(requestedAttribs) { + var canvas = document.createElement('canvas'); + canvas.width = 1; + canvas.height = 1; + var gl = canvas.getContext('experimental-webgl', requestedAttribs); + if (!gl) { + ok(true, 'WebGL doesn\'t work, skipping test.'); + return; + } + + ok(gl.drawingBufferWidth == 1 && gl.drawingBufferHeight == 1, + 'backbuffer should be 1x1'); + + var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs'); + gl.useProgram(prog); + + var attribs = { + depth: gl.getContextAttributes().depth, + stencil: gl.getContextAttributes().stencil, + }; + TestCurrent(gl, attribs, 'Backbuffer: '); +} + +function TestUserFB() { + var canvas = document.createElement('canvas'); + var gl = canvas.getContext('experimental-webgl'); + if (!gl) { + ok(true, 'WebGL doesn\'t work, skipping test.'); + return; + } + + var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs'); + gl.useProgram(prog); + + var rb = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 1, 1); + + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb); + + var depthRB = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthRB); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1); + + var stencilRB = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, stencilRB); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, 1, 1); + + do { + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthRB); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null); + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (status != gl.FRAMEBUFFER_COMPLETE) { + ok(true, 'Depth-only user FB is incomplete. This is allowed.'); + break; + } + + TestCurrent(gl, {depth: true, stencil: false}, 'Depth-only user FB'); + } while (false); + + do { + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencilRB); + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (status != gl.FRAMEBUFFER_COMPLETE) { + ok(true, 'Stencil-only user FB is incomplete. This is allowed.'); + break; + } + + TestCurrent(gl, {depth: false, stencil: true}, 'Stencil-only user FB'); + } while (false); +} + +(function(){ + TestBackbuffer({depth: true, stencil: false}); + TestBackbuffer({depth: false, stencil: true}); + TestUserFB(); +})(); + +</script> +</body> |