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Diffstat (limited to '')
-rw-r--r-- | dom/vr/test/reftest/webgl-util.js | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/dom/vr/test/reftest/webgl-util.js b/dom/vr/test/reftest/webgl-util.js new file mode 100644 index 0000000000..21ef9cf0ff --- /dev/null +++ b/dom/vr/test/reftest/webgl-util.js @@ -0,0 +1,170 @@ +WebGLUtil = (function() { + // --------------------------------------------------------------------------- + // Error handling (for obvious failures, such as invalid element ids) + + function defaultErrorFunc(str) { + console.log('Error: ' + str); + } + + var gErrorFunc = defaultErrorFunc; + function setErrorFunc(func) { + gErrorFunc = func; + } + + function error(str) { + gErrorFunc(str); + } + + // --------------------------------------------------------------------------- + // Warning handling (for failures that may be intentional) + + function defaultWarningFunc(str) { + console.log('Warning: ' + str); + } + + var gWarningFunc = defaultWarningFunc; + function setWarningFunc(func) { + gWarningFunc = func; + } + + function warning(str) { + gWarningFunc(str); + } + + // --------------------------------------------------------------------------- + // WebGL helpers + + function getWebGL(canvasId, requireConformant, attributes) { + // `requireConformant` will default to falsey if it is not supplied. + + var canvas = document.getElementById(canvasId); + + var gl = null; + try { + gl = canvas.getContext('webgl', attributes); + } catch(e) {} + + if (!gl && !requireConformant) { + try { + gl = canvas.getContext('experimental-webgl', attributes); + } catch(e) {} + } + + if (!gl) { + error('WebGL context could not be retrieved from \'' + canvasId + '\'.'); + return null; + } + + return gl; + } + + function withWebGL2(canvasId, callback, onFinished) { + var run = function() { + var canvas = document.getElementById(canvasId); + + var gl = null; + try { + gl = canvas.getContext('webgl2'); + } catch(e) {} + + if (!gl) { + todo(false, 'WebGL2 is not supported'); + onFinished(); + return; + } + + function errorFunc(str) { + ok(false, 'Error: ' + str); + } + setErrorFunc(errorFunc); + setWarningFunc(errorFunc); + + callback(gl); + onFinished(); + }; + + try { + var prefArrArr = [ + ['webgl.force-enabled', true], + ['webgl.enable-webgl2', true], + ]; + var prefEnv = {'set': prefArrArr}; + SpecialPowers.pushPrefEnv(prefEnv, run); + } catch (e) { + warning('No SpecialPowers, but trying WebGL2 anyway...'); + run(); + } + } + + function getContentFromElem(elem) { + var str = ""; + var k = elem.firstChild; + while (k) { + if (k.nodeType == 3) + str += k.textContent; + + k = k.nextSibling; + } + + return str; + } + + // Returns a valid shader, or null on errors. + function createShaderById(gl, id) { + var elem = document.getElementById(id); + if (!elem) { + error('Failed to create shader from non-existent id \'' + id + '\'.'); + return null; + } + + var src = getContentFromElem(elem); + + var shader; + if (elem.type == "x-shader/x-fragment") { + shader = gl.createShader(gl.FRAGMENT_SHADER); + } else if (elem.type == "x-shader/x-vertex") { + shader = gl.createShader(gl.VERTEX_SHADER); + } else { + error('Bad MIME type for shader \'' + id + '\': ' + elem.type + '.'); + return null; + } + + gl.shaderSource(shader, src); + gl.compileShader(shader); + + return shader; + } + + function createProgramByIds(gl, vsId, fsId) { + var vs = createShaderById(gl, vsId); + var fs = createShaderById(gl, fsId); + if (!vs || !fs) + return null; + + var prog = gl.createProgram(); + gl.attachShader(prog, vs); + gl.attachShader(prog, fs); + gl.linkProgram(prog); + + if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { + var str = "Shader program linking failed:"; + str += "\nShader program info log:\n" + gl.getProgramInfoLog(prog); + str += "\n\nVert shader log:\n" + gl.getShaderInfoLog(vs); + str += "\n\nFrag shader log:\n" + gl.getShaderInfoLog(fs); + warning(str); + return null; + } + + return prog; + } + + return { + setErrorFunc: setErrorFunc, + setWarningFunc: setWarningFunc, + + getWebGL: getWebGL, + withWebGL2: withWebGL2, + createShaderById: createShaderById, + createProgramByIds: createProgramByIds, + }; +})(); |