<html> <head> <meta charset='UTF-8'> <script src='/tests/SimpleTest/SimpleTest.js'></script> <link rel='stylesheet' href='/tests/SimpleTest/test.css'> </head> <body> <canvas id='c' width='200' height='200'></canvas> <canvas id='c2' width='200' height='200'></canvas> <script> var gl; function RGBAToString(arr) { return '[' + arr[0].toPrecision(4) + ', ' + arr[1].toPrecision(4) + ', ' + arr[2].toPrecision(4) + ', ' + arr[3].toPrecision(4) + ']'; } function TestScreenColor(gl, r, g, b, a) { var arr = new SharedArrayBuffer(4); var view = new Uint8Array(arr); gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, view); var err = gl.getError(); ok(err == 0, 'Should be no errors.'); if (err) return; var floatArr; floatArr = new Float32Array(4); floatArr[0] = view[0] / 255.0; floatArr[1] = view[1] / 255.0; floatArr[2] = view[2] / 255.0; floatArr[3] = view[3] / 255.0; var testText = RGBAToString(floatArr); var refText = RGBAToString([r, g, b, a]); var eps = 1.0 / 255.0; var isSame = (Math.abs(floatArr[0] - r) < eps && Math.abs(floatArr[1] - g) < eps && Math.abs(floatArr[2] - b) < eps && Math.abs(floatArr[3] - a) < eps); ok(isSame, 'Should be ' + refText + ', was ' + testText + ','); } // Give ourselves a scope to return early from: (function() { var canvas = document.getElementById('c'); var attribs = { antialias: false, depth: false, }; gl = canvas.getContext('experimental-webgl', attribs); if (!gl) { todo(false, 'WebGL is unavailable.'); return; } if (typeof SharedArrayBuffer === 'undefined') { todo(false, 'SharedArrayBuffer is unavailable.'); return; } var vs = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vs, "attribute vec2 aVertCoord; void main(void) { gl_Position = vec4(aVertCoord, 0.0, 1.0); }"); gl.compileShader(vs); var fs = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fs, "precision mediump float; uniform vec4 uFragColor; void main(void) { gl_FragColor = uFragColor; }"); gl.compileShader(fs); var prog = gl.createProgram(); gl.attachShader(prog, vs); gl.attachShader(prog, fs); gl.linkProgram(prog); var success = gl.getProgramParameter(prog, gl.LINK_STATUS); if (!success) { console.log('Error linking program for \'' + vsId + '\' and \'' + fsId + '\'.'); console.log('\nLink log: ' + gl.getProgramInfoLog(prog)); console.log('\nVert shader log: ' + gl.getShaderInfoLog(vs)); console.log('\nFrag shader log: ' + gl.getShaderInfoLog(fs)); } ok(prog, 'Program should link.'); if (!prog) { return; } prog.aVertCoord = gl.getAttribLocation(prog, 'aVertCoord'); prog.uFragColor = gl.getUniformLocation(prog, 'uFragColor'); gl.useProgram(prog); // Test gl.bufferData(), gl.bufferSubData() and gl.readPixels() APIs with SAB as input. var arr = new SharedArrayBuffer(8*4); var view = new Float32Array(arr); view.set(new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1])); var vb = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vb); gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW); ok(gl.getError() == 0, 'bufferData with SAB as input parameter works ok.'); gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); ok(gl.getError() == 0, 'bufferSubData with SAB as input parameter works ok.'); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.clearColor(0, 0, 0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.uniform4f(prog.uFragColor, 0.2, 0.4, 0.6, 1.0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); var arr = new Uint8Array(4); TestScreenColor(gl, 0.2, 0.4, 0.6, 1.0); // Test gl.texImage2D() and gl.texSubImage2D() APIs with SAB as input. var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); var width = 4; var height = 4; var numChannels = 4; var sab = new SharedArrayBuffer(width * height * numChannels); var data = new Uint8Array(sab); for (var i = 0; i < data.length; ++i) { data[i] = i; } gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); ok(gl.getError() == 0, 'texImage2D() with SAB as input parameter works ok.'); gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data); ok(gl.getError() == 0, 'texSubImage2D() with SAB as input parameter works ok.'); ok(gl.getError() == 0, 'Should be no errors after test.'); })(); // Test WebGL 2 (function() { var canvas = document.getElementById('c2'); var attribs = { antialias: false, depth: false, }; gl = canvas.getContext('webgl2', attribs); if (!gl) { todo(false, 'WebGL 2 is unavailable.'); return; } if (typeof SharedArrayBuffer === 'undefined') { todo(false, 'SharedArrayBuffer is unavailable.'); return; } var arr = new SharedArrayBuffer(8*4); var view = new Float32Array(arr); view.set(new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1])); var vb = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vb); gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW); var arr2 = new SharedArrayBuffer(8*4); var view2 = new Float32Array(arr2); gl.getBufferSubData(gl.ARRAY_BUFFER, 0, view2); var equal = true; for(var i = 0; i < 8; ++i) { if (view[i] != view2[i]) equal = false; } ok(equal, 'getBufferSubData with SAB as input parameter works ok.'); // Test gl.texImage3D() and gl.texSubImage3D() APIs with SAB as input. var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_3D, tex); var width = 4; var height = 4; var depth = 4; var numChannels = 4; var sab = new SharedArrayBuffer(width * height * depth* numChannels); var data = new Uint8Array(sab); for (var i = 0; i < data.length; ++i) { data[i] = i; } gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); ok(gl.getError() == 0, 'texImage3D() with SAB as input parameter works ok.'); gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, width, height, depth, gl.RGBA, gl.UNSIGNED_BYTE, data); ok(gl.getError() == 0, 'texSubImage3D() with SAB as input parameter works ok.'); ok(gl.getError() == 0, 'Should be no errors after test.'); })(); ok(true, 'TEST COMPLETE'); </script> </body> </html>