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/js/tests/tex-image-and-sub-image-2d-with-webgl-canvas.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/tex-image-and-sub-image-2d-with-webgl-canvas.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-webgl-canvas.js | 298 |
1 files changed, 298 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-webgl-canvas.js b/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-webgl-canvas.js new file mode 100644 index 0000000000..acb8768051 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-webgl-canvas.js @@ -0,0 +1,298 @@ +/* +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"; + +function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) { + var wtu = WebGLTestUtils; + var tiu = TexImageUtils; + var gl = null; + var successfullyParsed = false; + var redColor = [255, 0, 0, 255]; + var greenColor = [0, 255, 0, 255]; + var repeatCount; + + function shouldRepeatTestForTextureFormat(internalFormat, pixelFormat, pixelType) + { + // There were bugs in early WebGL 1.0 implementations when repeatedly uploading canvas + // elements into textures. In response, this test was changed into a regression test by + // repeating all of the cases multiple times. Unfortunately, this means that adding a new + // case above significantly increases the run time of the test suite. The problem is made + // even worse by the addition of many more texture formats in WebGL 2.0. + // + // Doing repeated runs with just a couple of WebGL 1.0's supported texture formats acts as a + // sufficient regression test for the old bugs. For this reason the test has been changed to + // only repeat for those texture formats. + return ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') || + (internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE')); + } + + async function init() + { + description('Verify texImage2D and texSubImage2D code paths taking webgl canvas elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')'); + + // Set the default context version while still allowing the webglVersion URL query string to override it. + wtu.setDefault3DContextVersion(defaultContextVersion); + gl = wtu.create3DContext("example"); + + if (!prologue(gl)) { + return; + } + + repeatCount = (shouldRepeatTestForTextureFormat(internalFormat, pixelFormat, pixelType) ? 4 : 1); + + switch (gl[pixelFormat]) { + case gl.RED: + case gl.RED_INTEGER: + greenColor = [0, 0, 0]; + break; + case gl.LUMINANCE: + case gl.LUMINANCE_ALPHA: + redColor = [255, 255, 255]; + greenColor = [0, 0, 0]; + break; + case gl.ALPHA: + redColor = [0, 0, 0]; + greenColor = [0, 0, 0]; + break; + default: + break; + } + + gl.clearColor(0,0,0,1); + gl.clearDepth(1); + + await runTest(); + } + + function setCanvasToRedGreen(ctx, hasAlpha) { + var width = ctx.canvas.width; + var height = ctx.canvas.height; + var halfHeight = Math.floor(height / 2); + + ctx.viewport(0, 0, width, height); + + ctx.enable(ctx.SCISSOR_TEST); + ctx.scissor(0, 0, width, halfHeight); + if (hasAlpha) { + ctx.clearColor(1.0, 0, 0, 1.0); + } else { + // The WebGL implementation is responsible for making all + // alpha values appear as though they were 1.0. + ctx.clearColor(1.0, 0, 0, 0.0); + } + ctx.clear(ctx.COLOR_BUFFER_BIT); + ctx.scissor(0, halfHeight, width, height - halfHeight); + if (hasAlpha) { + ctx.clearColor(0.0, 1.0, 0, 1.0); + } else { + // The WebGL implementation is responsible for making all + // alpha values appear as though they were 1.0. + ctx.clearColor(0.0, 1.0, 0, 0.0); + } + ctx.clear(ctx.COLOR_BUFFER_BIT); + ctx.disable(ctx.SCISSOR_TEST); + } + + function setCanvasTo257x257(ctx, bindingTarget, hasAlpha) { + ctx.canvas.width = 257; + ctx.canvas.height = 257; + setCanvasToRedGreen(ctx, hasAlpha); + } + + function setCanvasToMin(ctx, bindingTarget, hasAlpha) { + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + // cube map texture must be square. + ctx.canvas.width = 2; + } else { + ctx.canvas.width = 1; + } + ctx.canvas.height = 2; + setCanvasToRedGreen(ctx, hasAlpha); + } + + function runOneIteration(canvas, useTexSubImage2D, alpha, flipY, program, bindingTarget, opt_texture) + { + var objType = 'canvas'; + if (canvas.transferToImageBitmap) + objType = 'OffscreenCanvas'; + else if (canvas.parentNode) + objType = 'canvas attached to DOM'; + debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + ' with alpha=' + + alpha + ' flipY=' + flipY + ' source object: ' + objType + + ' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') + + ' canvas size: ' + canvas.width + 'x' + canvas.height + ' with red-green'); + + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + if (!opt_texture) { + var texture = gl.createTexture(); + // Bind the texture to texture unit 0 + gl.bindTexture(bindingTarget, texture); + // Set up texture parameters + gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + } else { + var texture = opt_texture; + } + // Set up pixel store parameters + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors before pixelStorei setup"); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_FLIP_Y_WEBGL"); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_PREMULTIPLY_ALPHA_WEBGL"); + gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors after setting UNPACK_COLORSPACE_CONVERSION_WEBGL"); + var targets = [gl.TEXTURE_2D]; + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + targets = [gl.TEXTURE_CUBE_MAP_POSITIVE_X, + gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; + } + // Upload the image into the texture + for (var tt = 0; tt < targets.length; ++tt) { + // Initialize the texture to black first + if (useTexSubImage2D) { + gl.texImage2D(targets[tt], 0, gl[internalFormat], canvas.width, canvas.height, 0, + gl[pixelFormat], gl[pixelType], null); + gl.texSubImage2D(targets[tt], 0, 0, 0, gl[pixelFormat], gl[pixelType], canvas); + } else { + gl.texImage2D(targets[tt], 0, gl[internalFormat], gl[pixelFormat], gl[pixelType], canvas); + } + } + + var width = gl.canvas.width; + var height = gl.canvas.height; + var halfWidth = Math.floor(width / 2); + var halfHeight = Math.floor(height / 2); + var top = flipY ? (height - halfHeight) : 0; + var bottom = flipY ? 0 : (height - halfHeight); + + var loc; + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + loc = gl.getUniformLocation(program, "face"); + } + + for (var tt = 0; tt < targets.length; ++tt) { + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + gl.uniform1i(loc, targets[tt]); + } + // Draw the triangles + wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]); + + // Check the top and bottom halves and make sure they have the right color. + debug("Checking " + (flipY ? "top" : "bottom")); + wtu.checkCanvasRect(gl, 0, bottom, width, halfHeight, redColor, + "shouldBe " + redColor); + debug("Checking " + (flipY ? "bottom" : "top")); + wtu.checkCanvasRect(gl, 0, top, width, halfHeight, greenColor, + "shouldBe " + greenColor); + } + + if (false) { + var ma = wtu.makeImageFromCanvas(canvas); + document.getElementById("console").appendChild(ma); + + var m = wtu.makeImageFromCanvas(gl.canvas); + document.getElementById("console").appendChild(m); + document.getElementById("console").appendChild(document.createElement("hr")); + } + + return texture; + } + + async function runTest() + { + for (let alpha of [ true, false ]) { + let ctx = wtu.create3DContext(null, { alpha:alpha }); + let canvas = ctx.canvas; + // Note: We use preserveDrawingBuffer:true to prevent canvas + // visibility from interfering with the tests. + let visibleCtx = wtu.create3DContext(null, { preserveDrawingBuffer:true, alpha:alpha }); + if (!visibleCtx) { + testFailed("context does not exist"); + return; + } + let visibleCanvas = visibleCtx.canvas; + let descriptionNode = document.getElementById("description"); + document.body.insertBefore(visibleCanvas, descriptionNode); + + let cases = [ + { sub: false, flipY: true, ctx: ctx, init: setCanvasToMin }, + { sub: false, flipY: false, ctx: ctx }, + { sub: true, flipY: true, ctx: ctx }, + { sub: true, flipY: false, ctx: ctx }, + { sub: false, flipY: true, ctx: ctx, init: setCanvasTo257x257 }, + { sub: false, flipY: false, ctx: ctx }, + { sub: true, flipY: true, ctx: ctx }, + { sub: true, flipY: false, ctx: ctx }, + { sub: false, flipY: true, ctx: visibleCtx, init: setCanvasToMin }, + { sub: false, flipY: false, ctx: visibleCtx }, + { sub: true, flipY: true, ctx: visibleCtx }, + { sub: true, flipY: false, ctx: visibleCtx }, + ]; + + if (window.OffscreenCanvas) { + let offscreen = new OffscreenCanvas(1, 1); + let offscreenCtx = wtu.create3DContext(offscreen, { alpha:alpha }); + cases = cases.concat([ + { sub: false, flipY: true, ctx: offscreenCtx, init: setCanvasToMin }, + { sub: false, flipY: false, ctx: offscreenCtx }, + { sub: true, flipY: true, ctx: offscreenCtx }, + { sub: true, flipY: false, ctx: offscreenCtx }, + ]); + } + + async function runTexImageTest(bindingTarget) { + let program; + if (bindingTarget == gl.TEXTURE_2D) { + program = tiu.setupTexturedQuad(gl, internalFormat); + } else { + program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat); + } + + let count = repeatCount; + let caseNdx = 0; + let texture = undefined; + while (true) { + let c = cases[caseNdx]; + if (c.init) { + c.init(c.ctx, bindingTarget, alpha); + } + texture = runOneIteration(c.ctx.canvas, c.sub, alpha, c.flipY, program, bindingTarget, texture); + // for the first 2 iterations always make a new texture. + if (count < 2) { + gl.deleteTexture(texture); + texture = undefined; + } + ++caseNdx; + if (caseNdx == cases.length) { + caseNdx = 0; + --count; + if (!count) + return; + } + await wtu.dispatchPromise(function() {}); + } + } + + await runTexImageTest(gl.TEXTURE_2D); + await runTexImageTest(gl.TEXTURE_CUBE_MAP); + } + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); + } + + return function() { + init().then(function(val) { + finishTest(); + }); + }; +} |