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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/sync | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.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/sync')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt | 1 | ||||
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html | 156 |
2 files changed, 157 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt new file mode 100644 index 0000000000..474af6c765 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt @@ -0,0 +1 @@ +sync-webgl-specific.html diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html new file mode 100644 index 0000000000..a9ec78e3be --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html @@ -0,0 +1,156 @@ +<!-- +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>WebGL2 specific sync object behaviors</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> +<canvas id="canvas" width="2" height="2"> </canvas> +<script> +"use strict"; +description("This test checks WebGL2 specific sync object behaviors"); + +debug(""); +debug("Canvas.getContext"); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("canvas", null, 2); +var sync = null; +var pixel = new Uint8Array(4); + +if (!gl) { + testFailed("context does not exist"); + finishTest(); +} else { + testPassed("context exists"); + + debug(""); + shouldBe("gl.TIMEOUT_IGNORED", "-1"); + shouldBe("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL", "0x9247"); + var max = gl.getParameter(gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL); + debug("Querying gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL"); + shouldBe("gl.getError()", "gl.NO_ERROR"); + debug("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns " + max + "ns"); + if (max < 0) { + testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL < 0"); + } else if (max > 1000 * 1000 * 1000) { + // This is not demanded by the WebGL2 spec, but anything larger than 1000ms + // is bad idea and no implementation should allow it. + testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL should not exceed 1000ms"); + } else { + testPassed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns a valid value"); + } + sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0); + shouldBeNonNull("sync"); + shouldBe("gl.getError()", "gl.NO_ERROR"); + gl.clientWaitSync(sync, 0, max); + shouldBe("gl.getError()", "gl.NO_ERROR"); + gl.clientWaitSync(sync, 0, max + 1); + shouldBe("gl.getError()", "gl.INVALID_OPERATION"); + + requestAnimationFrame(runGetSyncParameterTest); +} + +var numRetries = 20000; +var iteration = 0; + +function syncWithGLServer() { + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); +} + +function runGetSyncParameterTest() { + debug(""); + debug("Verifying sync object isn't signaled too early"); + sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0); + // Verify as best as possible that the implementation doesn't allow a sync + // object to become signaled until returning control to the event loop, by + // spin-looping for some time. + var iter = numRetries; + while (--iter > 0) { + syncWithGLServer(); + if (gl.getSyncParameter(sync, gl.SYNC_STATUS) == gl.SIGNALED) { + testFailed("Sync object was signaled too early"); + finishTest(); + return; + } + } + testPassed("Sync object wasn't signaled too early"); + iteration = numRetries; + requestAnimationFrame(finishSyncParameterTest); +} + + +function finishSyncParameterTest() { + if (--iteration == 0) { + testFailed("Sync object wasn't signaled in a reasonable timeframe (" + numRetries + " iterations)"); + finishTest(); + return; + } + var res = gl.getSyncParameter(sync, gl.SYNC_STATUS); + if (res == gl.SIGNALED) { + testPassed("Sync object was signaled"); + requestAnimationFrame(runClientWaitSyncTest); + return; + } + // Try again. + syncWithGLServer(); + requestAnimationFrame(finishSyncParameterTest); +} + +function runClientWaitSyncTest() { + debug(""); + debug("Verifying clientWaitSync doesn't complete too early"); + + sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0); + // Verify as best as possible that the implementation doesn't allow + // clientWaitSync to return CONDITION_SATISFIED or ALREADY_SIGNALED until + // returning control to the event loop, by spin-looping for some time. + var iter = numRetries; + while (--iter > 0) { + syncWithGLServer(); + var res = gl.clientWaitSync(sync, 0, 0); + if (res == gl.CONDITION_SATISFIED || res == gl.ALREADY_SIGNALED) { + testFailed("clientWaitSync completed successfully too early"); + finishTest(); + return; + } + } + testPassed("clientWaitSync didn't complete successfully too early"); + iteration = numRetries; + requestAnimationFrame(finishClientWaitSyncTest); +} + +function finishClientWaitSyncTest() { + if (--iteration == 0) { + testFailed("clientWaitSync didn't complete in a reasonable timeframe (" + numRetries + " iterations)"); + finishTest(); + return; + } + var res = gl.clientWaitSync(sync, 0, 0); + if (res == gl.CONDITION_SATISFIED || res == gl.ALREADY_SIGNALED) { + testPassed("clientWaitSync completed successfully"); + // This is the last test right now. + finishTest(); + return; + } + // Try again. + syncWithGLServer(); + requestAnimationFrame(finishClientWaitSyncTest); +} + +debug(""); +var successfullyParsed = true; +</script> +</body> +</html> |