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/out-of-bounds-index-buffers-after-copying.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/out-of-bounds-index-buffers-after-copying.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/out-of-bounds-index-buffers-after-copying.html | 187 |
1 files changed, 187 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/out-of-bounds-index-buffers-after-copying.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/out-of-bounds-index-buffers-after-copying.html new file mode 100644 index 0000000000..39bbb5e348 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/out-of-bounds-index-buffers-after-copying.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"> +<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> +<title>WebGL Out-of-Bounds Index Buffer Caused by CopyBufferSubData Conformance Test</title> +</head> +<body> +<canvas id="canvas" width="8" height="8" style="width: 100px; height: 100px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vsCheckOutOfBounds" type="x-shader/x-vertex"> + #define TEST_CASE_IN_BOUND 1 + #define TEST_CASE_OUT_OF_BOUND 2 + + precision mediump float; + attribute vec2 position; + attribute vec4 vecRandom; + varying vec4 v_color; + uniform int u_testCase; + + bool testFloatComponentAccurate(float component) { + return component == 0.2; + } + // Per the spec, each component can either contain existing contents + // of the buffer or 0. + bool testFloatComponent(float component) { + return (component == 0.2 || component == 0.0); + } + // The last component is additionally allowed to be 1.0. + bool testLastFloatComponent(float component) { + return testFloatComponent(component) || component == 1.0; + } + + bool testData(vec4 data) { + if (u_testCase == TEST_CASE_IN_BOUND) { + return (testFloatComponentAccurate(data.x) && + testFloatComponentAccurate(data.y) && + testFloatComponentAccurate(data.z) && + testFloatComponentAccurate(data.w)); + } else if (u_testCase == TEST_CASE_OUT_OF_BOUND) { + return (testFloatComponent(data.x) && + testFloatComponent(data.y) && + testFloatComponent(data.z) && + testLastFloatComponent(data.w)); + } + return false; + } + + void main() { + if (testData(vecRandom)) { + v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good + } else { + v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value + } + gl_Position = vec4(position, 0.0, 1.0); + } +</script> +<script> +"use strict"; +description("This test verifies that out-of-bounds index buffers caused by CopyBufferSubData behave according to spec."); + +// Ensure that drawElements flags either no error or INVALID_OPERATION. In the case of INVALID_OPERATION, +// no canvas pixels can be touched. In the case of NO_ERROR, all written values must either be the +// zero vertex or a value in the vertex buffer. See vsCheckOutOfBounds shader. +function verifyOutOfBoundsIndex(gl) { + var error = gl.getError(); + if (error === gl.INVALID_OPERATION) { + testPassed("drawElements flagged INVALID_OPERATION, which is valid so long as all canvas pixels were not touched."); + wtu.checkCanvas(gl, [0, 0, 255, 255]); + } else if (error === gl.NO_ERROR) { + testPassed("drawElements flagged NO_ERROR, which is valid so long as all canvas pixels are green."); + wtu.checkCanvas(gl, [0, 255, 0, 255]); + } else { + testFailed("Invalid error flagged by drawElements. Should be INVALID_OPERATION or NO_ERROR"); + } +} + +// Create an element array buffer with a tri-strip that starts at startIndex and make +// it the active element array buffer. +function prepareElementArrayBuffer(gl, startIndex) { + var glElementArrayBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, glElementArrayBuffer); + var quadIndices = new Uint16Array(4); + for (var i = 0; i < quadIndices.length; i++) { + quadIndices[i] = startIndex + i; + } + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, quadIndices, gl.STATIC_DRAW); + return glElementArrayBuffer; +} + + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, {antialias: false}, 2); + +var numberOfQuads = 200; + +// Create a vertex buffer with 200 properly formed tri-strip quads. These quads will cover the canvas texture +// such that every single pixel is touched by the fragment shader. +var quadBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer); +var quadPositions = new Float32Array(numberOfQuads * /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4); +for (var i = 0; i < quadPositions.length; i += /*ComponentsPerQuad*/2 * /*VerticesPerQuad*/4) { + quadPositions[i+0] = -1.0; // upper left + quadPositions[i+1] = 1.0; + quadPositions[i+2] = 1.0; // upper right + quadPositions[i+3] = 1.0; + quadPositions[i+4] = -1.0; // lower left + quadPositions[i+5] = -1.0; + quadPositions[i+6] = 1.0; // lower right + quadPositions[i+7] = -1.0; +} +gl.bufferData(gl.ARRAY_BUFFER, quadPositions, gl.STATIC_DRAW); +gl.enableVertexAttribArray(0); +gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); + +// Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer will be +// the one indexed off the end. +var vertexBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); +gl.bufferData(gl.ARRAY_BUFFER, + new Float32Array([0.2, 0.2, 0.2, 0.2, + 0.2, 0.2, 0.2, 0.2, + 0.2, 0.2, 0.2, 0.2, + 0.2, 0.2, 0.2, 0.2]), + gl.STATIC_DRAW); +gl.enableVertexAttribArray(1); +gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); + +// Setup the verification program. +var program = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleVertexColorFragmentShader], ["position", "vecRandom"]); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Shader and buffer setup should generate no errors"); +var loc = gl.getUniformLocation(program, "u_testCase"); +shouldBeNonNull(loc); + +debug(""); +debug("Test -- Vertex indices are in bounds."); +gl.uniform1i(loc, 1); // TEST_CASE_IN_BOUND == 1 +gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched. +gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); +var elementArrayBuffer = prepareElementArrayBuffer(gl, /*StartIndex*/0); +gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw call should generate no errors"); +wtu.checkCanvas(gl, [0, 255, 0, 255]); + +debug(""); +debug("Test -- Index off the end of the vertex buffer near the beginning of the out of bounds area."); +gl.uniform1i(loc, 2); // TEST_CASE_OUT_OF_BOUND == 2 +gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched. +gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); +var outOfBoundsElementArrayBuffer = prepareElementArrayBuffer(gl, /*StartIndex*/4); +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, outOfBoundsElementArrayBuffer); +gl.bindBuffer(gl.COPY_WRITE_BUFFER, elementArrayBuffer); +gl.copyBufferSubData(gl.ELEMENT_ARRAY_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, 4 * Uint16Array.BYTES_PER_ELEMENT); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "copyBufferSubData should generate no errors"); +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementArrayBuffer); +gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0); +verifyOutOfBoundsIndex(gl); + +debug(""); +debug("Test -- Index off the end of the vertex buffer near the end of the out of bounds area.") +gl.uniform1i(loc, 2); // TEST_CASE_OUT_OF_BOUND == 2 +gl.clearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched. +gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); +outOfBoundsElementArrayBuffer = prepareElementArrayBuffer(gl, /*StartIndex*/numberOfQuads - 4); +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementArrayBuffer); +gl.bindBuffer(gl.COPY_READ_BUFFER, outOfBoundsElementArrayBuffer); +gl.copyBufferSubData(gl.COPY_READ_BUFFER, gl.ELEMENT_ARRAY_BUFFER, 0, 0, 4 * Uint16Array.BYTES_PER_ELEMENT); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "copyBufferSubData should generate no errors"); +gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, /*offset*/0); +verifyOutOfBoundsIndex(gl); + +debug(""); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Running tests should generate no errors"); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |