diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
---|---|---|
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/polygon-offset.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/polygon-offset.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/polygon-offset.html | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/polygon-offset.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/polygon-offset.html new file mode 100644 index 0000000000..dfc0a0cca9 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/polygon-offset.html @@ -0,0 +1,173 @@ +<!-- +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> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec3 pos; + +void main() +{ + gl_Position = vec4(pos, 1); +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +uniform vec4 col; + +void main() +{ + gl_FragColor = col; +} +</script> + +<script> +"use strict"; +var wtu = WebGLTestUtils; + +function draw(gl, arr, colLoc, col) +{ + var vertices = new Float32Array(arr); + var vertBuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf); + gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + gl.uniform4fv(colLoc, col); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length / 3); +} + +function clear(gl, col, z) +{ + gl.clearColor(col[0], col[1], col[2], col[3]); + gl.clearDepth(z); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); +} + +function check(gl) +{ + wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0, 255, 0, 255], 'result should be green'); +} + +function runTest() +{ + var flatSquare = [-1, -1, 0, + -1, 1, 0, + 1, -1, 0, + 1, 1, 0]; + var slantedSquare = [-1, -1, -0.5, + -1, 1, -0.5, + 1, -1, 0.5, + 1, 1, 0.5]; + var red = [1, 0, 0, 1]; + var green = [0, 1, 0, 1]; + var blue = [0, 0, 1, 1]; + + var gl = wtu.create3DContext('testbed', { antialias: false }); + if (!gl) + { + testFailed('could not create context'); + return; + } + var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos']); + var colLoc = gl.getUniformLocation(program, 'col'); + + gl.enableVertexAttribArray(0); + + gl.enable(gl.DEPTH_TEST); + gl.depthFunc(gl.LEQUAL); + + debug('Polygon offset fill should be off by default'); + clear(gl, red, 1.0); + draw(gl, slantedSquare, colLoc, blue); + draw(gl, slantedSquare, colLoc, green); + check(gl); + + debug('Polygon offset units should have no effect when fill is off'); + clear(gl, red, 1.0); + draw(gl, slantedSquare, colLoc, blue); + gl.polygonOffset(0, 10); + draw(gl, slantedSquare, colLoc, green); + check(gl); + + debug('Polygon offset factor should have no effect when fill is off'); + clear(gl, red, 1.0); + gl.polygonOffset(0, 0); + draw(gl, slantedSquare, colLoc, blue); + gl.polygonOffset(1.0, 0); + draw(gl, slantedSquare, colLoc, green); + check(gl); + + debug('Zero polygon offset units and factor should have no effect'); + clear(gl, red, 1.0); + gl.enable(gl.POLYGON_OFFSET_FILL); + gl.polygonOffset(0, 0); + draw(gl, slantedSquare, colLoc, blue); + draw(gl, slantedSquare, colLoc, green); + check(gl); + + // It appears to be VERY common for drivers to implement the units offset in + // floating-point arithmetic, which results in rount-to-nearest-even to cause + // an offset of 1 to sometimes not alter the order between these polygons. + debug('Polygon offset units of 2 should alter order of flat polygons'); + clear(gl, red, 1.0); + draw(gl, flatSquare, colLoc, green); + gl.polygonOffset(0, 2); + draw(gl, flatSquare, colLoc, blue); + check(gl); + + debug('Polygon offset factor of 0.1 should alter order of slanted polygons'); + clear(gl, red, 1.0); + gl.polygonOffset(0, 0); + draw(gl, slantedSquare, colLoc, green); + gl.polygonOffset(0.1, 0); + draw(gl, slantedSquare, colLoc, blue); + check(gl); + + debug('Polygon offset factor of 0.1 should not alter order of flat polygons'); + clear(gl, red, 1.0); + gl.polygonOffset(0, 0); + draw(gl, flatSquare, colLoc, blue); + gl.polygonOffset(0.1, 0); + draw(gl, flatSquare, colLoc, green); + check(gl); + + debug('Disabling polygon offset fill should leave order unaffected'); + clear(gl, red, 1.0); + gl.polygonOffset(0.1, 1); + gl.disable(gl.POLYGON_OFFSET_FILL); + draw(gl, slantedSquare, colLoc, blue); + draw(gl, slantedSquare, colLoc, green); + check(gl); + + debug('Enabling polygon offset fill should affect order again'); + clear(gl, red, 1.0); + draw(gl, slantedSquare, colLoc, green); + gl.enable(gl.POLYGON_OFFSET_FILL); + draw(gl, slantedSquare, colLoc, blue); + check(gl); +} +</script> +</head> +<body> +<canvas id="testbed" width="16" height="16" style="width:50px; height:50px"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description('Verify that polygon offset works'); +runTest(); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |