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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/misc/blend-integer.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/misc/blend-integer.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/misc/blend-integer.html | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/misc/blend-integer.html b/dom/canvas/test/webgl-conf/checkout/conformance2/misc/blend-integer.html new file mode 100644 index 0000000000..40ccfd0d86 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/misc/blend-integer.html @@ -0,0 +1,176 @@ +<!-- +Copyright (c) 2021 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 2 Blend Integer 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> +<div id="console"></div> +<script id="outputVertexShader" type="x-shader/x-vertex"> +#version 300 es +in vec4 vPosition; +void main() +{ + gl_Position = vPosition; +} +</script> +<script id="outputFragmentShaderSigned" type="x-shader/x-fragment"> +#version 300 es +layout(location = 1) out highp vec4 o_drawBuffer1; +layout(location = 2) out highp ivec4 o_drawBuffer2; +layout(location = 3) out highp vec4 o_drawBuffer3; +void main(void) +{ + o_drawBuffer1 = vec4(0, 0, 0, 0); + o_drawBuffer2 = ivec4(0, 0, 0, 0); + o_drawBuffer3 = vec4(0, 0, 0, 0); +} +</script> +<script id="outputFragmentShaderUnsigned" type="x-shader/x-fragment"> + #version 300 es + layout(location = 1) out highp vec4 o_drawBuffer1; + layout(location = 2) out highp uvec4 o_drawBuffer2; + layout(location = 3) out highp vec4 o_drawBuffer3; + void main(void) + { + o_drawBuffer1 = vec4(0, 0, 0, 0); + o_drawBuffer2 = uvec4(0, 0, 0, 0); + o_drawBuffer3 = vec4(0, 0, 0, 0); + } + </script> + +<script> +"use strict"; +description("This test verifies correct behavior of min/max blending operations on integer attachments."); + +debug(""); + +const wtu = WebGLTestUtils; +const gl = wtu.create3DContext(null, undefined, 2); + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + debug("") + debug("GL_MIN"); + runTest(false, gl.MIN); + runTest(true, gl.MIN); + + debug("") + debug("GL_MAX"); + runTest(false, gl.MAX); + runTest(true, gl.MAX); +} + +function compareValue(value, attachment, isSigned) { + const pixel = isSigned ? new Int32Array(4) : new Uint32Array(4); + gl.readBuffer(attachment); + gl.readPixels(0, 0, 1, 1, gl.RGBA_INTEGER, isSigned ? gl.INT : gl.UNSIGNED_INT, pixel); + let pass = true; + for (let i = 0; i < 4; i++) { + if (value[i] != pixel[i]) { + testFailed(`Read value of channel ${i} should be ${pixel[i]}, was ${value[i]}.`); + pass = false; + } + } + return pass; +} + +function runTest(isSigned, operation) { + gl.viewport(0, 0, 1, 1); + gl.disable(gl.BLEND); + + const program = wtu.setupProgram(gl, + ["outputVertexShader", + isSigned ? "outputFragmentShaderSigned" : "outputFragmentShaderUnsigned"], + ['vPosition'], [0]); + const quadParameters = wtu.setupUnitQuad(gl, 0, 1); + + // Setup render targets + const fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + + const rb1 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, 50, 50); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, rb1); + + const rb2 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb2); + gl.renderbufferStorage(gl.RENDERBUFFER, isSigned ? gl.RGBA32I : gl.RGBA32UI, 50, 50); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.RENDERBUFFER, rb2); + + const rb3 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb3); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, 50, 50); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.RENDERBUFFER, rb3); + + gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2, gl.COLOR_ATTACHMENT3]); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Pipeline setup complete."); + + if (isSigned) { + const clearValue = new Int32Array([-1, 2, -3, 4]); + gl.clearBufferiv(gl.COLOR, 2, clearValue); + if (compareValue(clearValue, gl.COLOR_ATTACHMENT2, isSigned)) { + testPassed("Signed clear passed."); + } else { + testFailed("Signed clear failed."); + } + } else { + const clearValue = new Uint32Array([1, 2, 3, 4]); + gl.clearBufferuiv(gl.COLOR, 2, clearValue); + if (compareValue(clearValue, gl.COLOR_ATTACHMENT2, isSigned)) { + testPassed("Unsigned clear passed."); + } else { + testFailed("Unsigned clear failed."); + } + } + + gl.blendEquation(operation); + gl.enable(gl.BLEND); + + wtu.drawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw complete."); + + if (isSigned) { + const drawValue = new Int32Array([0, 0, 0, 0]); + if (compareValue(drawValue, gl.COLOR_ATTACHMENT2, isSigned)) { + testPassed("Signed draw passed."); + } else { + testFailed("Signed draw failed."); + } + } else { + const drawValue = new Uint32Array([0, 0, 0, 0]); + if (compareValue(drawValue, gl.COLOR_ATTACHMENT2, isSigned)) { + testPassed("Unsigned draw passed."); + } else { + testFailed("Unsigned draw failed."); + } + } + gl.deleteRenderbuffer(rb1); + gl.deleteRenderbuffer(rb2); + gl.deleteRenderbuffer(rb3); + gl.deleteFramebuffer(fb); + gl.deleteProgram(program); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |