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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-mochitest/test_draw_fakevert_large_offset.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-mochitest/test_draw_fakevert_large_offset.html')
-rw-r--r-- | dom/canvas/test/webgl-mochitest/test_draw_fakevert_large_offset.html | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-mochitest/test_draw_fakevert_large_offset.html b/dom/canvas/test/webgl-mochitest/test_draw_fakevert_large_offset.html new file mode 100644 index 0000000000..181711f685 --- /dev/null +++ b/dom/canvas/test/webgl-mochitest/test_draw_fakevert_large_offset.html @@ -0,0 +1,71 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset=utf-8> +<script src='/tests/SimpleTest/SimpleTest.js'></script> +</head> +<body> +<pre id=e_out></pre> +<script> +ok = window.ok || function(e, s) { + e_out.textContent += `\n${!e ? 'FAIL' : 'pass'}: ${s}`; +}; + +// - + +// Bug 1778144 +const canvas = document.createElement("canvas") +const gl = canvas.getContext("webgl") +program = gl.createProgram() +vertex = gl.createShader(gl.VERTEX_SHADER) +gl.shaderSource(vertex, `\ + precision highp float; + attribute vec4 a_vec4; + uniform bool u_bool; + uniform bvec2 u_bvec2; + uniform bvec3 u_bvec3; + uniform bvec4 u_bvec4; + varying vec2 v_vec2; + void main() { + gl_Position.x += float(a_vec4.x); + if (u_bool || u_bvec2.x || u_bvec3.x || u_bvec4.x) { + } + } +`) +gl.compileShader(vertex) +gl.attachShader(program, vertex) +fragment = gl.createShader(gl.FRAGMENT_SHADER) +gl.shaderSource(fragment, `\ + precision highp float; + varying vec2 v_vec2; + uniform sampler2D u_sampler2d; + void main() { + gl_FragColor = texture2D(u_sampler2d, v_vec2); + } +`) +gl.compileShader(fragment) +gl.attachShader(program, fragment) +gl.linkProgram(program) +gl.useProgram(program) +const begin = performance.now(); +gl.drawArrays(gl.POINTS, 1659036386, 1) + +let err = gl.getError(); +ok(err == gl.OUT_OF_MEMORY || !err, `err: ${err}`); + +const elapsed_ms = performance.now() - begin; +ok(elapsed_ms < 1000, `elapsed_ms:${elapsed_ms} < 1000`); + +// - + +// Let's be kind and kill this now-gpu-memory-heavy context. +gl.getExtension('WEBGL_lose_context').loseContext(); +err = gl.getError(); +ok(err == gl.CONTEXT_LOST_WEBGL, `err:${err} == gl.CONTEXT_LOST_WEBGL`); + +// - + +ok(true, 'done'); +</script> +</body> +</html> |