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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-array-buffers.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-array-buffers.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-array-buffers.html | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-array-buffers.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-array-buffers.html new file mode 100644 index 0000000000..04d4d55af1 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/out-of-bounds-array-buffers.html @@ -0,0 +1,126 @@ +<!-- +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. +--> +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"></script> +<title>WebGL Out-of-Bounds Array Buffer Conformance Test</title> +</head> +<body> +<canvas id="canvas" width="8" height="8" style="width: 100px; height: 100px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vsCheckOutOfBounds" type="x-shader/x-vertex"> + precision mediump float; + attribute vec2 position; + attribute vec4 vecRandom; + varying vec4 v_color; + + // Per the spec, each component can either contain existing contents + // of the buffer or 0. + bool testFloatComponent(float component) { + return (component == 0.2 || component == 0.0); + } + // The last component is additionally allowed to be 1.0. + bool testLastFloatComponent(float component) { + return testFloatComponent(component) || component == 1.0; + } + + void main() { + if (testFloatComponent(vecRandom.x) && + testFloatComponent(vecRandom.y) && + testFloatComponent(vecRandom.z) && + testLastFloatComponent(vecRandom.w)) { + v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good + } else { + v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value + } + gl_Position = vec4(position, 0.0, 1.0); + } +</script> +<script> +"use strict"; +description("This test verifies that out-of-bounds array buffers behave according to spec."); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, {antialias: false}); + +var numberOfQuads = 200; + +// Draw out-of-bounds beginning with the start offset passed in. +// Ensure that drawArrays flags either no error or INVALID_OPERATION. In the case of INVALID_OPERATION, +// no canvas pixels can be touched. In the case of NO_ERROR, all written values must either be the +// zero vertex or a value in the vertex buffer. See vsCheckOutOfBounds shader. +function drawAndVerifyOutOfBoundsArrays(gl, first, count) { + gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched. + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + gl.drawArrays(gl.TRIANGLES, first, count); + var error = gl.getError(); + if (error === gl.INVALID_OPERATION) { + testPassed("drawArrays flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched."); + wtu.checkCanvas(gl, [0, 0, 255, 255]); + } else if (error === gl.NO_ERROR) { + testPassed("drawArrays flagged NO_ERROR, which is valid so long as all canvas pixels are green."); + wtu.checkCanvas(gl, [0, 255, 0, 255]); + } else { + testFailed("Invalid error flagged by drawArrays. Should be INVALID_OPERATION or NO_ERROR"); + } +} + +// Create a vertex buffer with 200 properly formed triangle quads. These quads will cover the +// canvas texture such that every single pixel is touched by the fragment shader. +var glQuadBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, glQuadBuffer); +var quadPositions = new Float32Array(numberOfQuads * /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/6); +for (var i = 0; i < quadPositions.length; i += /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/6) { + quadPositions[i+0] = -1.0; // upper left + quadPositions[i+1] = 1.0; + quadPositions[i+2] = 1.0; // upper right + quadPositions[i+3] = 1.0; + quadPositions[i+4] = -1.0; // lower left + quadPositions[i+5] = -1.0; + quadPositions[i+6] = 1.0; // upper right + quadPositions[i+7] = 1.0; + quadPositions[i+8] = 1.0; // lower right + quadPositions[i+9] = -1.0; + quadPositions[i+10] = -1.0; // lower left + quadPositions[i+11] = -1.0; +} +gl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW); +gl.enableVertexAttribArray(0); +gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); + + +// Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer will be +// the one read past the end. +var glVertexBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, glVertexBuffer); +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2, 0.2, 0.2]), gl.STATIC_DRAW); +gl.enableVertexAttribArray(1); +gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); + +// Setup the verification program. +var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should not generate errors"); + +debug("Test -- Draw off the end of the vertex buffer near the beginning of the out of bounds area."); +drawAndVerifyOutOfBoundsArrays(gl, /*first*/6, /*count*/6); + +debug(""); + +debug("Test -- Draw off the end of the vertex buffer near the end of the out of bounds area.") +drawAndVerifyOutOfBoundsArrays(gl, /*first*/(numberOfQuads - 1) * 6, /*count*/6); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |