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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/transform_feedback/simultaneous_binding.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/transform_feedback/simultaneous_binding.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/simultaneous_binding.html | 330 |
1 files changed, 330 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/simultaneous_binding.html b/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/simultaneous_binding.html new file mode 100644 index 0000000000..228b4ab5cf --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/transform_feedback/simultaneous_binding.html @@ -0,0 +1,330 @@ +<!-- +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>Simultaneous binding</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" style="width: 50px; height: 50px;"> </canvas> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +in float in_value; +in float in_value2; +out float out_value; + +void main() { + out_value = in_value * 2.; +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 dummy; +uniform UniformBlock { + float fragment_value; +}; +void main() { + dummy = vec4(fragment_value); +} +</script> +<script> +"use strict"; +description("This test verifies that access to a buffer simultaneously bound to a transform feedback object and a non-transform-feedback binding point is forbidden."); + +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"); +} + +function drawWithFeedbackBound(gl, drawFunction, prog, vao, tf, enableFeedback) { + gl.useProgram(prog); + gl.bindVertexArray(vao); + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); + if (enableFeedback) gl.beginTransformFeedback(gl.POINTS); + let error = gl.getError(); + if (error != gl.NO_ERROR) testFailed("Unexpected error before drawing: " + error) + drawFunction(); + if (enableFeedback) gl.endTransformFeedback(); + gl.bindVertexArray(null); + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null); +} + +function createBuffer(gl, dataOrSize) { + const buf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buf); + gl.bufferData(gl.ARRAY_BUFFER, dataOrSize, gl.STATIC_DRAW); + gl.bindBuffer(gl.ARRAY_BUFFER, null); + return buf; +} + +function createVAO(gl, vertexBuffer, vertexBuffer2, indexBuffer) { + const vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 1, gl.FLOAT, false, 0, 0); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer2); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(1, 2); + gl.bindBuffer(gl.ARRAY_BUFFER, null); + gl.bindVertexArray(null); + return vao; +} + +const prog = wtu.setupTransformFeedbackProgram(gl, ["vshader", "fshader"], + ["out_value"], gl.SEPARATE_ATTRIBS, + ["in_value", "in_value2"]); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "linking transform feedback shader should not set an error"); + +const vertexBuffer = createBuffer(gl, new Float32Array([1, 2, 3, 4])); +const vertexBuffer2 = createBuffer(gl, new Float32Array([1, 2, 3, 4])); +const vertexBuffer3 = createBuffer(gl, new Float32Array([1, 2, 3, 4])); + +const indexBuffer = gl.createBuffer(); +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); +gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Int16Array([0, 1, 2, 3]), gl.STATIC_DRAW); + +const tfBuffer = createBuffer(gl, new Float32Array([0, 0, 0, 0])); + +const vao = createVAO(gl, vertexBuffer, vertexBuffer2, indexBuffer); +// This tests that having a transform feedback buffer bound in an unbound VAO +// does not affect anything. +const unboundVao = createVAO(gl, tfBuffer, tfBuffer, indexBuffer); + +const tf = gl.createTransformFeedback(); +gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); +gl.useProgram(prog); +gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer); +// this binds the default (id = 0) TRANSFORM_FEEBACK buffer +gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null); + +const uniformBuffer = createBuffer(gl, new Float32Array([1, 0, 0, 0])); +const ubi = gl.getUniformBlockIndex(prog, "UniformBlock"); +gl.uniformBlockBinding(prog, ubi, 0); +gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformBuffer); + +const drawFunctions = [ + [ + ()=>gl.drawArrays(gl.POINTS, 0, 4), + ()=>gl.drawElements(gl.POINTS, 4, gl.UNSIGNED_SHORT, 0), + ], + [ + ()=>gl.drawArraysInstanced(gl.POINTS, 0, 4, 1), + ()=>gl.drawElementsInstanced(gl.POINTS, 4, gl.UNSIGNED_SHORT, 0, 1), + ], + [ + ()=>gl.drawArrays(gl.POINTS, 0, 4), + ()=>gl.drawRangeElements(gl.POINTS, 0, 3, 4, gl.UNSIGNED_SHORT, 0), + ], + ]; + +for (let [drawArrays, drawElements] of drawFunctions) { + debug("<h3>With draw functions " + drawArrays + " and " + drawElements + "</h3>"); + debug("<hr/>Test baseline"); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer); + gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 16, gl.STATIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bufferData to TRANSFORM_FEEDBACK_BUFFER"); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements should be successful"); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "transform feedback should be successful"); + + const expected = [2, 4, 6, 8]; + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected); + + debug("<hr/>Test generic bind point set to null"); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, null); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements should be successful"); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "transform feedback should be successful"); + + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected); + + debug("<hr/>Test generic bind point set to vertex buffer"); + // The TRANSFORM_FEEDBACK_BUFFER generic binding point is not part of the + // transform feedback object and not written to by transform feedback. Only + // the indexed binding points are written to. So it should be legal to draw + // from a buffer bound to the generic binding point. + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, vertexBuffer); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements should be successful"); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "transform feedback should be successful"); + + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected); + + debug("<hr/>Test ARRAY_BUFFER"); + // this should fail because the transform feedback's buffer #0 and the + // badVao's buffer #0 are the same buffer + const badVao = createVAO(gl, tfBuffer, vertexBuffer2, indexBuffer); + drawWithFeedbackBound(gl, drawArrays, prog, badVao, tf, false); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: buffer used as vertex attrib and tf simultaneously"); + drawWithFeedbackBound(gl, drawElements, prog, badVao, tf, false); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: buffer used as vertex attrib and tf simultaneously"); + drawWithFeedbackBound(gl, drawArrays, prog, badVao, tf, true); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "buffer used as vertex attrib and tf simultaneously"); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, tfBuffer); + wtu.checkFloatBuffer(gl, gl.TRANSFORM_FEEDBACK_BUFFER, expected, "should be the same as before as nothing has executed"); + + debug("<hr/>Test UNIFORM_BUFFER"); + gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, tfBuffer); + gl.bindBuffer(gl.UNIFORM_BUFFER, null); // tfBuffer is still bound at index 0 + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawArrays: buffer used as uniform buffer and tf simultaneously"); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "drawElements: buffer used as uniform buffer and tf simultaneously"); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "buffer used as uniform buffer and tf simultaneously"); + gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, uniformBuffer); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays: tf buffer not used as uniform buffer anymore"); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements: tf buffer not used as uniform buffer anymore"); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "tf buffer not used as uniform buffer anymore"); + + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); + const tfBuffer2 = createBuffer(gl, Float32Array.BYTES_PER_ELEMENT * 4); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer2); + drawWithFeedbackBound(gl, drawArrays, prog, badVao, tf); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "buffer is no longer bound for transform feedback"); + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer); + + debug("<hr/>Test TF buffer bound to target unused by draw"); + // Even if the TF buffer is bound to a target that's not used by the draw, it's + // still an error. + gl.bindBuffer(gl.COPY_READ_BUFFER, tfBuffer); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, true); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "tf enabled"); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawArrays: tf disabled"); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "drawElements: tf disabled"); + gl.bindBuffer(gl.COPY_READ_BUFFER, null); + + debug("<hr/>Test TF buffer bound to disabled vertex attrib"); + // Having a TF buffer bound to a disabled vertex attrib should not be an error + // when TF is not enabled, because the buffer is not used. + gl.bindVertexArray(vao); + gl.bindBuffer(gl.ARRAY_BUFFER, tfBuffer); + gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); + gl.disableVertexAttribArray(2); + gl.bindVertexArray(null); + drawWithFeedbackBound(gl, drawArrays, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "tf disabled, draw should succeed"); + drawWithFeedbackBound(gl, drawElements, prog, vao, tf, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "tf disabled, draw should succeed"); + // Remove the TF buffer binding from the VAO after the test. + gl.bindVertexArray(vao); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer3); + gl.vertexAttribPointer(2, 1, gl.FLOAT, false, 0, 0); + gl.disableVertexAttribArray(2); + gl.bindVertexArray(null); +} + +debug("<h1>Non-drawing tests</h1>"); + +debug("<hr/>Test bufferData"); + +gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); +gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, tfBuffer); +gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 16, gl.STATIC_DRAW); +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bufferData to TRANSFORM_FEEDBACK_BUFFER"); +gl.bindBuffer(gl.COPY_WRITE_BUFFER, tfBuffer); +gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, 16, gl.STATIC_DRAW); +wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bufferData with double bound buffer"); +gl.bindBuffer(gl.COPY_WRITE_BUFFER, null); + +// The value of the TRANSFORM_FEEDBACK_BUFFER generic bind point should not +// affect the legality of any operation. +let genericBindPointValues = [()=>null, ()=>tfBuffer, ()=>vertexBuffer]; + +for (let genericBindPointValue of genericBindPointValues) { + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); + debug("<h3>With TRANSFORM_FEEDBACK_BUFFER generic bind point value " + genericBindPointValue + "</h3>"); + gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, genericBindPointValue()); + + debug("<hr/>Test PIXEL_UNPACK_BUFFER"); + const tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, vertexBuffer); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "PIXEL_UNPACK_BUFFER is not bound for transform feedback"); + + gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, tfBuffer); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "PIXEL_UNPACK_BUFFER is bound for transform feedback"); + gl.bindBuffer(gl.PIXEL_UNPACK_BUFFER, null); + + debug("<hr/>Test PIXEL_PACK_BUFFER"); + gl.bindBuffer(gl.PIXEL_PACK_BUFFER, vertexBuffer); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "PIXEL_PACK_BUFFER is not bound for transform feedback"); + gl.bindBuffer(gl.PIXEL_PACK_BUFFER, tfBuffer); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "PIXEL_PACK_BUFFER is bound for transform feedback"); + gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null) + + debug("<hr/>Test bufferData family with tf object bound"); + + gl.bindBuffer(gl.COPY_WRITE_BUFFER, tfBuffer); + gl.bufferData(gl.COPY_WRITE_BUFFER, 16, gl.STATIC_DRAW); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bufferData with double bound buffer"); + gl.bufferSubData(gl.COPY_WRITE_BUFFER, 0, new Uint8Array([0])); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bufferSubData with double bound buffer"); + gl.getBufferSubData(gl.COPY_WRITE_BUFFER, 0, new Uint8Array([0]), 0, 1); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "getBufferSubData with double bound buffer"); + + gl.bindBuffer(gl.COPY_READ_BUFFER, vertexBuffer); + gl.copyBufferSubData(gl.COPY_WRITE_BUFFER, gl.COPY_READ_BUFFER, 0, 0, 1); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "copyBufferSubData with double bound buffer"); + gl.copyBufferSubData(gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, 1); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "copyBufferSubData with double bound buffer"); + + debug("<hr/>Test bufferData family with tf object unbound"); + + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null); + gl.bindBuffer(gl.COPY_WRITE_BUFFER, tfBuffer); + gl.bufferData(gl.COPY_WRITE_BUFFER, 16, gl.STATIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bufferData should succeed"); + gl.bufferSubData(gl.COPY_WRITE_BUFFER, 0, new Uint8Array([0])); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "bufferSubData should succeed"); + gl.getBufferSubData(gl.COPY_WRITE_BUFFER, 0, new Uint8Array([0]), 0, 1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "getBufferSubData should succeed"); + + gl.bindBuffer(gl.COPY_READ_BUFFER, vertexBuffer); + gl.copyBufferSubData(gl.COPY_WRITE_BUFFER, gl.COPY_READ_BUFFER, 0, 0, 1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "copyBufferSubData should succeed"); + gl.copyBufferSubData(gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, 1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "copyBufferSubData should succeed"); +} + +finishTest(); + +</script> + +</body> +</html> |