From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- .../checkout/js/tests/ovr_multiview2_util.js | 263 +++++++++++++++++++++ 1 file changed, 263 insertions(+) create mode 100644 dom/canvas/test/webgl-conf/checkout/js/tests/ovr_multiview2_util.js (limited to 'dom/canvas/test/webgl-conf/checkout/js/tests/ovr_multiview2_util.js') diff --git a/dom/canvas/test/webgl-conf/checkout/js/tests/ovr_multiview2_util.js b/dom/canvas/test/webgl-conf/checkout/js/tests/ovr_multiview2_util.js new file mode 100644 index 0000000000..5de4dc88d8 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/js/tests/ovr_multiview2_util.js @@ -0,0 +1,263 @@ +/* +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +*/ + +"use strict"; + +function createTextureWithNearestFiltering(target) +{ + let texture = gl.createTexture(); + gl.bindTexture(target, texture); + gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "texture parameter setup should succeed"); + return texture; +} + +// Write a transformation matrix to elements of floatArray starting from index. +// The matrix transforms a unit square (-1 to 1) to a rectangle with the width scaleX and the left edge at offsetX. +function setupTranslateAndScaleXMatrix(floatArray, index, scaleX, offsetX) +{ + // x position is transformed according to this equation: scaleX * x0 + translateX = offsetX + // By substituting x0 with -1 (unit square x value for the left edge), we get the following: + let translateX = offsetX + scaleX; + + floatArray[index] = scaleX; + floatArray[index + 1] = 0.0; + floatArray[index + 2] = 0.0; + floatArray[index + 3] = 0.0; + + floatArray[index + 4] = 0.0; + floatArray[index + 5] = 1.0; + floatArray[index + 6] = 0.0; + floatArray[index + 7] = 0.0; + + floatArray[index + 8] = 0.0; + floatArray[index + 9] = 0.0; + floatArray[index + 10] = 1.0; + floatArray[index + 11] = 0.0; + + floatArray[index + 12] = translateX; + floatArray[index + 13] = 0.0; + floatArray[index + 14] = 0.0; + floatArray[index + 15] = 1.0; +} + +// Check the currently bound read framebuffer with dimensions x . +// The framebuffer should be divided into equally wide vertical strips, with the one indicated by +// colored with . The rest of the framebuffer should be colored transparent black. +// A two pixel wide region at each edge of the colored region is left unchecked to allow for some tolerance for rasterization. +function checkVerticalStrip(width, height, strips, coloredStripIndex, expectedStripColor, framebufferDescription) +{ + let colorRegionLeftEdge = (width / strips) * coloredStripIndex; + let colorRegionRightEdge = (width / strips) * (coloredStripIndex + 1); + if (coloredStripIndex > 0) { + wtu.checkCanvasRect(gl, 0, 0, colorRegionLeftEdge - 1, height, [0, 0, 0, 0], 'the left edge of ' + framebufferDescription + ' should be untouched'); + } + if (coloredStripIndex < strips - 1) { + wtu.checkCanvasRect(gl, colorRegionRightEdge + 1, 0, width - colorRegionRightEdge - 1, height, [0, 0, 0, 0], 'the right edge of ' + framebufferDescription + ' should be untouched'); + } + wtu.checkCanvasRect(gl, colorRegionLeftEdge + 1, 0, colorRegionRightEdge - colorRegionLeftEdge - 2, height, expectedStripColor, 'a thin strip in ' + framebufferDescription + ' should be colored ' + expectedStripColor); +} + +function getMultiviewPassthroughVertexShader(views) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + + 'layout(num_views = $(num_views)) in;', + + 'in vec4 a_position;', + + 'void main() {', + ' gl_Position = a_position;', + '}'].join('\n'); + return wtu.replaceParams(shaderCode, {'num_views': views}); +} + +// This shader splits the viewport into equally sized vertical strips. +// The input quad defined by "a_position" is transformed to fill a different +// strip in each view. +function getMultiviewOffsetVertexShader(views) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + + 'layout(num_views = $(num_views)) in;', + + 'in vec4 a_position;', + + 'void main() {', + ' vec4 pos = a_position;', + " // Transform the quad to a thin vertical strip that's offset along the x axis according to the view id.", + ' pos.x = (pos.x * 0.5 + 0.5 + float(gl_ViewID_OVR)) * 2.0 / $(num_views).0 - 1.0;', + ' gl_Position = pos;', + '}'].join('\n'); + return wtu.replaceParams(shaderCode, {'num_views': views}); +} + +// This shader transforms the incoming "a_position" with transforms for each +// view given in the uniform array "transform". +function getMultiviewRealisticUseCaseVertexShader(views) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + + 'layout(num_views = $(num_views)) in;', + + 'uniform mat4 transform[$(num_views)];', + 'in vec4 a_position;', + + 'void main() {', + " // Transform the quad with the transformation matrix chosen according to gl_ViewID_OVR.", + ' vec4 pos = transform[gl_ViewID_OVR] * a_position;', + ' gl_Position = pos;', + '}'].join('\n'); + return wtu.replaceParams(shaderCode, {'num_views': views}); +} + +function getMultiviewColorFragmentShader() { + return ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + 'precision highp float;', + + 'out vec4 my_FragColor;', + + 'void main() {', + ' uint mask = gl_ViewID_OVR + 1u;', + ' my_FragColor = vec4(((mask & 4u) != 0u) ? 1.0 : 0.0,', + ' ((mask & 2u) != 0u) ? 1.0 : 0.0,', + ' ((mask & 1u) != 0u) ? 1.0 : 0.0,', + ' 1.0);', + '}'].join('\n'); +} + +function getMultiviewColorFragmentShaderForDrawBuffers(drawBuffers) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + 'precision highp float;', + + 'out vec4 my_FragColor[$(drawBuffers)];', + + 'void main() {', + ' uint mask;']; + + for (let i = 0; i < drawBuffers; ++i) { + shaderCode.push(wtu.replaceParams(' mask = gl_ViewID_OVR + $(i)u;', {'i': i + 1})); + shaderCode.push(wtu.replaceParams(' my_FragColor[$(i)] = vec4(((mask & 4u) != 0u) ? 1.0 : 0.0,', {'i': i})); + shaderCode.push(' ((mask & 2u) != 0u) ? 1.0 : 0.0,'); + shaderCode.push(' ((mask & 1u) != 0u) ? 1.0 : 0.0,'); + shaderCode.push(' 1.0);'); + } + shaderCode.push('}'); + shaderCode = shaderCode.join('\n'); + return wtu.replaceParams(shaderCode, {'drawBuffers' : drawBuffers}); +} + +function getMultiviewVaryingVertexShader(views) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + + 'layout(num_views = $(num_views)) in;', + + 'in vec4 a_position;', + 'out float testVarying;', + + 'void main() {', + ' gl_Position = a_position;', + ' testVarying = float(gl_ViewID_OVR);', + '}'].join('\n'); + return wtu.replaceParams(shaderCode, {'num_views': views}); +} + +function getMultiviewVaryingFragmentShader() { + return ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + 'precision highp float;', + + 'in float testVarying;', + 'out vec4 my_FragColor;', + + 'void main() {', + ' int mask = int(testVarying + 0.1) + 1;', + ' my_FragColor = vec4(((mask & 4) != 0) ? 1.0 : 0.0,', + ' ((mask & 2) != 0) ? 1.0 : 0.0,', + ' ((mask & 1) != 0) ? 1.0 : 0.0,', + ' 1.0);', + '}'].join('\n'); +} + +function getMultiviewFlatVaryingVertexShader(views) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + + 'layout(num_views = $(num_views)) in;', + + 'in vec4 a_position;', + 'flat out int testVarying;', + + 'void main() {', + ' gl_Position = a_position;', + ' testVarying = int(gl_ViewID_OVR);', + '}'].join('\n'); + return wtu.replaceParams(shaderCode, {'num_views': views}); +} + +function getMultiviewFlatVaryingFragmentShader() { + return ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + 'precision highp float;', + + 'flat in int testVarying;', + 'out vec4 my_FragColor;', + + 'void main() {', + ' int mask = testVarying + 1;', + ' my_FragColor = vec4(((mask & 4) != 0) ? 1.0 : 0.0,', + ' ((mask & 2) != 0) ? 1.0 : 0.0,', + ' ((mask & 1) != 0) ? 1.0 : 0.0,', + ' 1.0);', + '}'].join('\n'); +} + +function getMultiviewInstancedVertexShader(views) { + let shaderCode = ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + + 'layout(num_views = $(num_views)) in;', + + 'in vec4 a_position;', + 'out vec4 color;', + + 'void main() {', + ' vec4 pos = a_position;', + " // Transform the quad to a thin vertical strip that's offset along the x axis according to the view id and instance id.", + ' pos.x = (pos.x * 0.5 + 0.5 + float(gl_ViewID_OVR) + float(gl_InstanceID)) * 2.0 / ($(num_views).0 * 2.0) - 1.0;', + ' int mask = gl_InstanceID + 1;', + ' color = vec4(((mask & 4) != 0) ? 1.0 : 0.0,', + ' ((mask & 2) != 0) ? 1.0 : 0.0,', + ' ((mask & 1) != 0) ? 1.0 : 0.0,', + ' 1.0);', + ' gl_Position = pos;', + '}'].join('\n'); + return wtu.replaceParams(shaderCode, {'num_views': views}); +} + +function getInstanceColorFragmentShader() { + return ['#version 300 es', + '#extension GL_OVR_multiview2 : require', + 'precision highp float;', + + 'in vec4 color;', + 'out vec4 my_FragColor;', + + 'void main() {', + ' my_FragColor = color;', + '}'].join('\n'); +} + +function getExpectedColor(view) { + var mask = (view + 1); + return [(mask & 4) ? 255 : 0, (mask & 2) ? 255 : 0, (mask & 1) ? 255 : 0, 255]; +} -- cgit v1.2.3