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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-mochitest/test_draw_fakevert_large_offset.html
parentInitial commit. (diff)
downloadfirefox-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')
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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
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+++ 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>