195 lines
6 KiB
HTML
195 lines
6 KiB
HTML
<!DOCTYPE HTML>
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<title>WebGL fuzzy bugs</title>
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<script src="/tests/SimpleTest/SimpleTest.js"></script>
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<link rel="stylesheet" href="/tests/SimpleTest/test.css">
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<script src="driver-info.js"></script>
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<script src="webgl-util.js"></script>
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<body>
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<script>
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// Test the framebufferTexture2D() call with a unbound texture.
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function framebufferTexture2D_bug1257593() {
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var canvas = document.createElement('canvas');
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var gl = null;
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gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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if (!gl) {
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todo(false, 'WebGL framebufferTexture2D test, webgl is unavailable.');
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return;
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}
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var texture = gl.createTexture(); // only createTexture(), but no bindBuffer()
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, texture, 0);
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ok(true, 'WebGL framebufferTexture2D with unbound texture');
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}
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// Test to call ClearBufferXXX() during context lost.
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function webGL2ClearBufferXXX_bug1252414() {
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var canvas = document.createElement('canvas');
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var gl = canvas.getContext('webgl2');
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if (!gl) {
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todo(false, 'WebGL2 is not supported');
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return;
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}
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var ext = gl.getExtension('WEBGL_lose_context');
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if (!ext) {
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todo(false, 'WebGL ClearBufferXXX test, ext WEBGL_lose_context is unavailable.');
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return;
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}
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// Force to lose context.
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ext.loseContext();
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// Even thought the context is lost, all clearBuffer* function should still
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// work without crash.
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gl.clearBufferiv(gl.COLOR, 0, new Int32Array(10));
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gl.clearBufferuiv(gl.COLOR, 0, new Uint32Array(10));
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gl.clearBufferfv(gl.DEPTH, 0, new Float32Array(10));
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gl.clearBufferfi(gl.DEPTH_STENCIL, 0, 0.0, 0);
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ok(true, 'WebGL2 clearBufferXXX call during loseContext');
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}
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// Test gl function for multiple gl contexts switch.
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function getFramebufferAttachmentParameter_bug1267100()
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{
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var canvas1 = document.createElement('canvas');
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var canvas2 = document.createElement('canvas');
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var gl1 = null;
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gl1 = canvas1.getContext('webgl') || canvas1.getContext('experimental-webgl');
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if (!gl1) {
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todo(false, 'WebGL getFramebufferAttachmentParameter test, webgl is unavailable.');
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return;
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}
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var gl2 = null;
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gl2 = canvas2.getContext('webgl') || canvas2.getContext('experimental-webgl');
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if (!gl2) {
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todo(false, 'WebGL getFramebufferAttachmentParameter test, webgl is unavailable.');
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return;
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}
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gl1.bindFramebuffer(gl1.FRAMEBUFFER, gl1.createFramebuffer());
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gl2.scissor(0, 1, 2, 3);
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// The gl call should still work even though we use another gl context before.
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gl1.getFramebufferAttachmentParameter(gl1.FRAMEBUFFER,
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gl1.COLOR_ATTACHMENT0,
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gl1.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
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ok(true, 'WebGL test getFramebufferAttachmentParameter');
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}
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// Test to call getFragDataLocation() when the fragment shader is detatched.
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function getFragDataLocation_bug1259702() {
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var canvas = document.createElement('canvas');
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var gl = canvas.getContext('webgl2');
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if (!gl) {
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todo(false, 'WebGL2 is not supported');
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return;
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}
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var program = gl.createProgram();
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var vertexShaderSrc =
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"void main(void) { \
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gl_Position = vec4(1.0, 1.0, 1.0, 1.0); \
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}";
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var fragmentShaderSrc =
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"void main(void) { \
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \
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}";
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(vertexShader, vertexShaderSrc);
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gl.compileShader(vertexShader);
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gl.attachShader(program, vertexShader);
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gl.shaderSource(fragmentShader, fragmentShaderSrc);
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gl.compileShader(fragmentShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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var lastError = gl.getProgramInfoLog(program);
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ok(false, 'WebGL getFragDataLocation() test, error in linking:' +
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lastError);
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return;
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}
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gl.useProgram(program);
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gl.detachShader(program, fragmentShader);
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// Test the getFragDataLocation() call after detatch the shader.
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// This call should not hit crash.
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gl.getFragDataLocation(program, "foobar");
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ok(true, 'WebGL getFragDataLocation() call after detatch fragment shader');
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}
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function deleteBuffer_bug1379995()
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{
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var canvas = document.createElement('canvas');
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var gl = null;
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gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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if (!gl) {
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todo(false, 'WebGL deleteBuffer test, webgl is unavailable.');
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return;
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}
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var program = gl.createProgram();
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var vShader = gl.createShader(gl.VERTEX_SHADER);
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var fShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(vShader,'attribute vec3 pos;void main(){gl_Position = vec4(pos, 2.0);}');
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gl.shaderSource(fShader,'void main() {gl_FragColor = vec4(0.5, 0.5, 1.0, 1.0);}');
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gl.compileShader(vShader);
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gl.compileShader(fShader);
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gl.attachShader(program, vShader);
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gl.attachShader(program, fShader);
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gl.linkProgram(program);
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var buffer = gl.createBuffer();
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var attr = gl.getAttribLocation(program, 'pos');
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.enableVertexAttribArray(attr);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, 0, 0,0, 1, 0,0, -1, 0,1, 0, 0]),gl.STATIC_DRAW);
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gl.useProgram(program);
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gl.vertexAttribPointer(attr, 3, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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gl.deleteBuffer(buffer);
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// Call the drawArrays after deleteBuffer(). It should not hit the crash.
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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ok(true, 'WebGL no crash for drawArrays() after deleteBuffer() call');
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}
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function run() {
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webGL2ClearBufferXXX_bug1252414();
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framebufferTexture2D_bug1257593();
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getFramebufferAttachmentParameter_bug1267100();
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getFragDataLocation_bug1259702();
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deleteBuffer_bug1379995();
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SimpleTest.finish();
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}
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SimpleTest.waitForExplicitFinish();
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try {
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var prefArrArr = [
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['webgl.force-enabled', true],
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['webgl.enable-webgl2', true],
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];
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var prefEnv = {'set': prefArrArr};
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SpecialPowers.pushPrefEnv(prefEnv, run);
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} catch (e) {
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warning('No SpecialPowers, but trying WebGL2 anyway...');
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run();
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}
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</script>
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