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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/conformance2/buffers/one-large-uniform-buffer.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/conformance2/buffers/one-large-uniform-buffer.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html new file mode 100644 index 0000000000..a2bddce04c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/buffers/one-large-uniform-buffer.html @@ -0,0 +1,195 @@ +<!-- +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"> +<title>WebGL Uniform Buffers Conformance Tests</title> +<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> +</head> +<body> +<div id="description"></div> +<canvas id="canvas" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +in vec4 position; +void main() +{ + gl_Position = position; +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +uniform uni { + vec4 color; +}; + +out vec4 fragColor; + +void main() +{ + fragColor = color; +} +</script> +<script> +"use strict"; +description("This test covers ANGLE bugs when using a large uniform blocks. ANGLE would confuse an internal clipped uniform buffer size and produce an assert or error. Also there were issues with readback of large UBOs. See http://crbug.com/660670."); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); +var quadVB; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + debug(""); + debug("Testing uniform block with large data store"); + runTest(); + + debug(""); + debug("Testing readback on uniform block with large data store"); + runReadbackTest(); +} + +function getQuadVerts(depth) { + var quadVerts = new Float32Array(3 * 6); + quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth; + quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth; + quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth; + quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth; + quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth; + quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth; + return quadVerts; +} + +function drawQuad(depth) { + if (!quadVB) { + quadVB = gl.createBuffer() + } + + var quadVerts = getQuadVerts(depth); + + gl.bindBuffer(gl.ARRAY_BUFFER, quadVB); + gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW); + gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0); + gl.enableVertexAttribArray(0); + gl.drawArrays(gl.TRIANGLES, 0, 6); +} + +function runTest() { + + // Create the program + var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]); + if (!program) { + testFailed("Failed to set up the program"); + return; + } + + // Init uniform buffer. To trigger the bug, it's necessary to use the + // DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally + // with an incorrect copy size. + var ubo = gl.createBuffer(); + var big_size = 4096 * 64; + var data = new Float32Array([0.5, 0.75, 0.25, 1.0]); + gl.bindBuffer(gl.UNIFORM_BUFFER, ubo); + gl.bufferData(gl.UNIFORM_BUFFER, big_size, gl.DYNAMIC_DRAW); + gl.bufferSubData(gl.UNIFORM_BUFFER, 0, data); + + gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo); + var buffer_index = gl.getUniformBlockIndex(program, "uni"); + if (buffer_index == -1) { + testFailed("Failed to get uniform block index"); + return; + } + gl.uniformBlockBinding(program, buffer_index, 0); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed"); + + // Draw the quad + gl.useProgram(program); + drawQuad(0.5); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed"); + + // Verify the output color + var color = [127, 191, 64, 255]; + wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1); +} + +function runReadbackTest() { + + // Create the program + var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["position"]); + if (!program) { + testFailed("Failed to set up the program"); + return; + } + + // Init uniform buffer. To trigger the bug, it's necessary to use the + // DYNAMIC_DRAW usage. This makes ANGLE attempt to map the buffer internally + // with an incorrect copy size. + var ubo = gl.createBuffer(); + var num_floats = 4096 * 16; + var expected_data = new Float32Array(num_floats); + for (var index = 0; index < num_floats; ++index) { + expected_data[index] = index; + } + + expected_data[0] = 0.5; + expected_data[1] = 0.75; + expected_data[2] = 0.25; + expected_data[3] = 1.0; + + gl.bindBuffer(gl.UNIFORM_BUFFER, ubo); + gl.bufferData(gl.UNIFORM_BUFFER, expected_data, gl.DYNAMIC_DRAW); + gl.bufferSubData(gl.UNIFORM_BUFFER, 0, expected_data); + + gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo); + var buffer_index = gl.getUniformBlockIndex(program, "uni"); + if (buffer_index == -1) { + testFailed("Failed to get uniform block index"); + return; + } + gl.uniformBlockBinding(program, buffer_index, 0); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up uniform block should succeed"); + + // Draw the quad + gl.useProgram(program); + drawQuad(0.5); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw with uniform block should succeed"); + + // Verify the output color + var color = [127, 191, 64, 255]; + wtu.checkCanvas(gl, color, "canvas should be same as input uniform", 1); + + // Verify readback + var actual_data = new Float32Array(num_floats); + gl.getBufferSubData(gl.UNIFORM_BUFFER, 0, actual_data); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Readback from uniform block should succeed"); + + for (var index = 0; index < num_floats; ++index) { + if (actual_data[index] != expected_data[index]) { + testFailed("Expected and actual buffer data do not match"); + return; + } + } +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |