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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/rendering/instanced-arrays.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 '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-arrays.html | 271 |
1 files changed, 271 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-arrays.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-arrays.html new file mode 100644 index 0000000000..65009ea5b3 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-arrays.html @@ -0,0 +1,271 @@ +<!-- +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 Instanced Arrays Conformance Tests</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/desktop-gl-constants.js"></script> +<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> +<!-- Shaders for testing instanced draws --> +<script id="outputVertexShader" type="x-shader/x-vertex"> +attribute vec4 aPosition; +attribute vec2 aOffset; +attribute vec4 aColor; +varying vec4 vColor; +void main() { + vColor = aColor; + gl_Position = aPosition + vec4(aOffset, 0.0, 0.0); +} +</script> + +<script id="outputFragmentShader" type="x-shader/x-fragment"> +precision mediump float; +varying vec4 vColor; +void main() { + gl_FragColor = vColor; +} +</script> + +<script> +"use strict"; +description("This test verifies the functionality of Instanced Arrays."); + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, null, 2); + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + runDivisorTest(); + runOutputTests(); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors"); +} + +function runDivisorTest() { + debug("Testing VERTEX_ATTRIB_ARRAY_DIVISOR"); + + shouldBe("gl.VERTEX_ATTRIB_ARRAY_DIVISOR", "0x88FE"); + + var max_vertex_attribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + for (var i = 0; i < max_vertex_attribs; ++i) { + var queried_value = gl.getVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_DIVISOR); + if(queried_value == 0){ + testPassed("Vertex attribute " + i + " must has a default divisor of 0"); + } + else{ + testFailed("Default divisor of vertex attribute " + i + " should be: 0, returned value was: " + queried_value); + } + } + + gl.vertexAttribDivisor(max_vertex_attribs, 2); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "vertexAttribDivisor index set greater than or equal to MAX_VERTEX_ATTRIBS should be an invalid value"); + + gl.vertexAttribDivisor(max_vertex_attribs-1, 2); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "vertexAttribDivisor index set less than MAX_VERTEX_ATTRIBS should succeed"); + + var queried_value = gl.getVertexAttrib(max_vertex_attribs-1, gl.VERTEX_ATTRIB_ARRAY_DIVISOR); + if(queried_value == 2){ + testPassed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR matches expecation"); + } + else{ + testFailed("Set value of VERTEX_ATTRIB_ARRAY_DIVISOR should be: 2, returned value was: " + queried_value); + } +} + +function runOutputTests() { + var e = 2; // Amount of variance to allow in result pixels - may need to be tweaked higher + var instanceCount = 4; + + debug("Testing various draws for valid built-in function behavior"); + + canvas.width = 50; canvas.height = 50; + gl.viewport(0, 0, canvas.width, canvas.height); + gl.clearColor(0, 0, 0, 0); + + var positionLoc = 0; + var offsetLoc = 2; + var colorLoc = 3; + var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"], ['aPosition', 'aOffset', 'aColor'], [positionLoc, offsetLoc, colorLoc]); + + var offsets = new Float32Array([ + -1.0, 1.0, + 1.0, 1.0, + -1.0, -1.0, + 1.0, -1.0, + ]); + var offsetBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer); + gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW); + gl.enableVertexAttribArray(offsetLoc); + gl.vertexAttribPointer(offsetLoc, 2, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(offsetLoc, 1); + + var colors = new Float32Array([ + 1.0, 0.0, 0.0, 1.0, // Red + 0.0, 1.0, 0.0, 1.0, // Green + 0.0, 0.0, 1.0, 1.0, // Blue + 1.0, 1.0, 0.0, 1.0, // Yellow + // extra data when colorLoc divisor is set back to 0 + 1.0, 1.0, 0.0, 1.0, // Yellow + 1.0, 1.0, 0.0, 1.0, // Yellow + ]); + var colorBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); + gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); + gl.enableVertexAttribArray(colorLoc); + gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(colorLoc, 1); + + // Draw 1: Draw Non-indexed instances + debug("Testing drawArraysInstanced"); + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.setupUnitQuad(gl, 0); + + // Test drawArraysInstanced error conditions + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]); + wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]); + wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]); + wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]); + + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, -1); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a primcount less than 0"); + + gl.drawArraysInstanced(gl.TRIANGLES, 0, -1, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawArraysInstanced cannot have a count less than 0"); + + gl.vertexAttribDivisor(positionLoc, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArraysInstanced"); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawArrays"); + wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)"); + gl.vertexAttribDivisor(positionLoc, 0); + + gl.drawArraysInstanced(gl.POINTS, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with POINTS should succeed"); + gl.drawArraysInstanced(gl.LINES, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINES should succeed"); + gl.drawArraysInstanced(gl.LINE_LIST, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with LINE_LIST should return succeed"); + gl.drawArraysInstanced(gl.TRI_LIST, 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArraysInstanced with TRI_LIST should succeed"); + + gl.drawArraysInstanced(desktopGL['QUAD_STRIP'], 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUAD_STRIP should return INVALID_ENUM"); + gl.drawArraysInstanced(desktopGL['QUADS'], 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with QUADS should return INVALID_ENUM"); + gl.drawArraysInstanced(desktopGL['POLYGON'], 0, 6, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawArraysInstanced with POLYGON should return INVALID_ENUM"); + + debug("Testing drawArraysInstanced with param 'first' > 0"); + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.setupQuad(gl, { + positionLocation: 0, + scale: 0.5 + }); + var offsetsHalf = new Float32Array([ + -0.5, 0.5, + 0.5, 0.5, + -0.5, -0.5, + 0.5, -0.5 + ]); + gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer); + gl.bufferData(gl.ARRAY_BUFFER, offsetsHalf, gl.STATIC_DRAW); + + gl.drawArraysInstanced(gl.TRIANGLES, 3, 3, instanceCount); + var w = Math.floor(0.25*canvas.width), + h = Math.floor(0.25*canvas.height); + wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 0, 0, 255]); + wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [0, 255, 0, 255]); + wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [0, 0, 255, 255]); + wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]); + + debug("Testing drawArraysInstanced with attributes 'divisor' reset to 0"); + debug("Correct rendering output: 4 yellow triangles"); + debug("Possible incorrect rendering output: missing triangles, or triangles with different color at each vertex"); + gl.vertexAttribDivisor(colorLoc, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArraysInstanced(gl.TRIANGLES, 3, 3, instanceCount); + wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]); + wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0.5*canvas.height, w, h, [255, 255, 0, 255]); + wtu.checkCanvasRect(gl, Math.ceil(0.25*canvas.width), 0, w, h, [255, 255, 0, 255]); + wtu.checkCanvasRect(gl, Math.ceil(0.75*canvas.width), 0, w, h, [255, 255, 0, 255]); + gl.vertexAttribDivisor(colorLoc, 1); + + wtu.setupUnitQuad(gl, 0); + gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuffer); + gl.bufferData(gl.ARRAY_BUFFER, offsets, gl.STATIC_DRAW); + + // Draw 2: Draw indexed instances + debug("Testing drawElementsInstanced"); + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.setupIndexedQuad(gl, 1, 0); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.checkCanvasRect(gl, 0, canvas.height/2, canvas.width/2, canvas.height/2, [255, 0, 0, 255]); + wtu.checkCanvasRect(gl, canvas.width/2, canvas.height/2, canvas.width/2, canvas.height/2, [0, 255, 0, 255]); + wtu.checkCanvasRect(gl, 0, 0, canvas.width/2, canvas.height/2, [0, 0, 255, 255]); + wtu.checkCanvasRect(gl, canvas.width/2, 0, canvas.width/2, canvas.height/2, [255, 255, 0, 255]); + + // Test drawElementsInstanced error conditions + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, -1); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a primcount less than 0"); + + gl.drawElementsInstanced(gl.TRIANGLES, -1, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "drawElementsInstanced cannot have a count less than 0"); + + gl.vertexAttribDivisor(positionLoc, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElementsInstanced"); + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "It's allowed for all vertex attributes to have non-zero divisors when calling drawElements"); + wtu.checkCanvas(gl, [0, 0, 0, 0], "Nothing should be drawn on the framebuffer when all attributes have non-zero divisors (not enough vertices per instance to form a triangle)"); + gl.vertexAttribDivisor(positionLoc, 0); + + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with UNSIGNED_BYTE should succeed"); + + gl.drawElementsInstanced(gl.POINTS, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with POINTS should succeed"); + gl.drawElementsInstanced(gl.LINES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINES should succeed"); + gl.drawElementsInstanced(gl.LINE_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with LINE_LIST should return succeed"); + gl.drawElementsInstanced(gl.TRI_LIST, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElementsInstanced with TRI_LIST should succeed"); + + gl.drawElementsInstanced(desktopGL['QUAD_STRIP'], 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUAD_STRIP should return INVALID_ENUM"); + gl.drawElementsInstanced(desktopGL['QUADS'], 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with QUADS should return INVALID_ENUM"); + gl.drawElementsInstanced(desktopGL['POLYGON'], 6, gl.UNSIGNED_SHORT, 0, instanceCount); + wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "drawElementsInstanced with POLYGON should return INVALID_ENUM"); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |