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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/js/tests/line-rendering-quality.js | |
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/js/tests/line-rendering-quality.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/js/tests/line-rendering-quality.js | 163 |
1 files changed, 163 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/js/tests/line-rendering-quality.js b/dom/canvas/test/webgl-conf/checkout/js/tests/line-rendering-quality.js new file mode 100644 index 0000000000..dfa7c02167 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/js/tests/line-rendering-quality.js @@ -0,0 +1,163 @@ +/* +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. +*/ + +'use strict'; +description("Verifies that lines, both aliased and antialiased, have acceptable quality."); + +let wtu = WebGLTestUtils; +let gl; + +let aa_fbo; + +function setupWebGL1Test(canvasId, useAntialiasing) { + gl = wtu.create3DContext(canvasId, { antialias: useAntialiasing }, contextVersion); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors during WebGL 1.0 setup"); +} + +function setupWebGL2Test(canvasId, useAntialiasing) { + gl = wtu.create3DContext(canvasId, { antialias: false }, contextVersion); + // In WebGL 2.0, we always allocate the back buffer without + // antialiasing. The only question is whether we allocate a + // framebuffer with a multisampled renderbuffer attachment. + aa_fbo = null; + if (useAntialiasing) { + aa_fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, aa_fbo); + let rb = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb); + let supported = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + // Prefer 4, then 8, then max. + let preferred = [4, 8]; + let allocated = false; + for (let value of preferred) { + if (supported.indexOf(value) >= 0) { + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, value, gl.RGBA8, + gl.drawingBufferWidth, gl.drawingBufferHeight); + allocated = true; + break; + } + } + if (!allocated) { + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, supported[supported.length - 1], + gl.RGBA8, gl.drawingBufferWidth, gl.drawingBufferHeight); + } + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors during WebGL 2.0 setup"); +} + +function setupLines() { + let prog = wtu.setupSimpleColorProgram(gl, 0); + let loc = gl.getUniformLocation(prog, 'u_color'); + if (loc == null) { + testFailed('Failed to fetch color uniform'); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After setup of line program"); + gl.uniform4f(loc, 1.0, 1.0, 1.0, 1.0); + let buffer = gl.createBuffer(); + let scale = 0.5; + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ + -scale, -scale, 0.0, 1.0, + -scale, scale, 0.0, 1.0, + scale, scale, 0.0, 1.0, + scale, -scale, 0.0, 1.0, + -scale, -scale, 0.0, 1.0, + ]), gl.STATIC_DRAW); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After setup of buffer"); + gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After setup of attribute array"); +} + +function renderLines(contextVersion, useAntialiasing) { + gl.clearColor(0.0, 0.0, 0.5, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.LINE_STRIP, 0, 5); + if (contextVersion == 2 && useAntialiasing) { + // Blit aa_fbo into the real back buffer. + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, aa_fbo); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + let w = gl.drawingBufferWidth; + let h = gl.drawingBufferHeight; + gl.blitFramebuffer(0, 0, w, h, + 0, 0, w, h, + gl.COLOR_BUFFER_BIT, gl.NEAREST); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + } +} + +function pixelAboveThreshold(arr, pixelIndex, threshold) { + return (arr[4 * pixelIndex + 0] >= threshold && + arr[4 * pixelIndex + 1] >= threshold && + arr[4 * pixelIndex + 2] >= threshold && + arr[4 * pixelIndex + 3] >= threshold); +} + +function checkLine(arr, threshold, direction) { + // Count number of crossings from below threshold to above (or equal + // to) threshold. Must be equal to 2. + + let numPixels = arr.length / 4; + let numUpCrossings = 0; + let numDownCrossings = 0; + for (let index = 0; index < numPixels - 1; ++index) { + let curPixel = pixelAboveThreshold(arr, index, threshold); + let nextPixel = pixelAboveThreshold(arr, index + 1, threshold); + if (!curPixel && nextPixel) { + ++numUpCrossings; + } else if (curPixel && !nextPixel) { + ++numDownCrossings; + } + } + if (numUpCrossings != numDownCrossings) { + testFailed('Found differing numbers of up->down and down->up transitions'); + } + if (numUpCrossings == 2) { + testPassed('Found 2 lines, looking in the ' + direction + ' direction'); + } else { + testFailed('Found ' + numUpCrossings + ' lines, looking in the ' + + direction + ' direction, expected 2'); + } +} + +function checkResults() { + // Check the middle horizontal and middle vertical line of the canvas. + let w = gl.drawingBufferWidth; + let h = gl.drawingBufferHeight; + let t = 100; + let arr = new Uint8Array(4 * w); + gl.readPixels(0, Math.floor(h / 2), + w, 1, gl.RGBA, gl.UNSIGNED_BYTE, arr); + checkLine(arr, t, 'horizontal'); + arr = new Uint8Array(4 * h); + gl.readPixels(Math.floor(w / 2), 0, + 1, h, gl.RGBA, gl.UNSIGNED_BYTE, arr); + checkLine(arr, t, 'vertical'); +} + +function runTest(contextVersion, canvasId, useAntialiasing) { + switch (contextVersion) { + case 1: { + setupWebGL1Test(canvasId, useAntialiasing); + break; + } + case 2: { + setupWebGL2Test(canvasId, useAntialiasing); + } + } + setupLines(); + renderLines(contextVersion, useAntialiasing); + checkResults(); +} + +function runTests() { + runTest(contextVersion, 'testbed', false); + runTest(contextVersion, 'testbed2', true); +} + +runTests(); +let successfullyParsed = true; |