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/conformance2/rendering/draw-buffers-driver-hang.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/rendering/draw-buffers-driver-hang.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-driver-hang.html | 187 |
1 files changed, 187 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-driver-hang.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-driver-hang.html new file mode 100644 index 0000000000..70a8360d6e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-driver-hang.html @@ -0,0 +1,187 @@ +<!-- +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 Draw Buffers Driver Hang Conformance Test</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" width="64" height="64"> </canvas> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +in vec4 a_position; +void main() { + gl_Position = a_position; +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; + +out vec4 my_FragColor; +void main() { + my_FragColor = vec4(1, 0, 0, 1); +} +</script> +<script> +"use strict"; +description("This is a regression test for a driver bug causing a hang in the driver and thereby the browser (crbug.com/696187).") + +debug("Thanks to Andre Weissflog (@FlohOfWoe / @floooh) for this test."); +debug("If the bug exists, this test doesn't fail or time out per the harness; the browser basically hangs."); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, { depth: true, stencil: true, alpha: false }, 2); + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + runTest(); +} + +function runTest() { + // create a global VAO + let vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + + // create a 3 MSAA 'offscreen render targets', each consisting of: + // - 1 color texture which will hold the MSAA resolve result + // - 1 MSAA color renderbuffer + // plus one depth-stencil renderbuffer + let tex0 = gl.createTexture(); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, tex0); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 200, 200, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + let c_rb0 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, c_rb0); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 200, 200); + let ds_rb = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, ds_rb); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.DEPTH24_STENCIL8, 200, 200); + + // 2nd offscreen render target + let tex1 = gl.createTexture(); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, tex1); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 200, 200, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + let c_rb1 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, c_rb1); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 200, 200); + + // 3rd offscreen render target + let tex2 = gl.createTexture(); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, tex2); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 200, 200, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + let c_rb2 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, c_rb2); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 200, 200); + + // an MRT framebuffer with the 3 MSAA renderbuffers and MSAA depth/stencil attachments + let mrt_fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, mrt_fb); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, c_rb0); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, c_rb1); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.RENDERBUFFER, c_rb2); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ds_rb); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, ds_rb); + gl.checkFramebufferStatus(gl.FRAMEBUFFER); + + // 3 'MSAA resolve framebuffers' which are the target for the MSAA-resolve-blit, + // with the 3 color textures as color attachments + let res_fb0 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, res_fb0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); + gl.checkFramebufferStatus(gl.FRAMEBUFFER); + let res_fb1 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, res_fb1); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0); + gl.checkFramebufferStatus(gl.FRAMEBUFFER); + let res_fb2 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, res_fb2); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, tex2, 0); + let frameNumber = 0; + + function draw() { + // draw one frame + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.viewport(0, 0, 1024, 768); + + //--- BEGIN: comment out the block begin BEGIN/END to make the demo run + // clear the 3 MSAA offscreen color renderbuffers and depth/stencil renderbuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, mrt_fb); + gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]); + gl.viewport(0, 0, 200, 200); + gl.depthMask(true); + gl.clearBufferfv(gl.COLOR, 0, [0.25,0.0,0.0,1.0]); + gl.clearBufferfv(gl.COLOR, 1, [0.0,0.25,0.0,1.0]); + gl.clearBufferfv(gl.COLOR, 2, [0.0,0.0,0.25,1.0]); + gl.clearBufferfi(gl.DEPTH_STENCIL, 0, 1.0, 0); + + // the MSAA resolve operation + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, mrt_fb); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, res_fb0); + gl.readBuffer(gl.COLOR_ATTACHMENT0); + gl.drawBuffers([gl.COLOR_ATTACHMENT0]); + gl.blitFramebuffer(0, 0, 200, 200, 0, 0, 200, 200, gl.COLOR_BUFFER_BIT, gl.NEAREST); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, res_fb1); + gl.readBuffer(gl.COLOR_ATTACHMENT1); + gl.drawBuffers([gl.COLOR_ATTACHMENT0]); + gl.blitFramebuffer(0, 0, 200, 200, 0, 0, 200, 200, gl.COLOR_BUFFER_BIT, gl.NEAREST); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, res_fb2); + gl.readBuffer(gl.COLOR_ATTACHMENT2); + gl.drawBuffers([gl.COLOR_ATTACHMENT0]); + gl.blitFramebuffer(0, 0, 200, 200, 0, 0, 200, 200, gl.COLOR_BUFFER_BIT, gl.NEAREST); +//--- END + + // bind and clear the default framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.viewport(0, 0, 1024, 768); + gl.clearColor(0.5, 0.5, 0.5, 1.0); + gl.clearDepth(1.0); + gl.clearStencil(0); + gl.clear(gl.COLOR_BUFFER_BIT|gl.STENCIL_BUFFER_BIT|gl.DEPTH_BUFFER_BIT); + + if (++frameNumber < 10) { + requestAnimationFrame(draw); + } else { + finishTest(); + } + } + + // Start the rendering loop + draw(); +} + +debug(""); +var successfullyParsed = true; +</script> + +</body> +</html> |