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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_hidden_depth_stencil.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_hidden_depth_stencil.html')
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diff --git a/dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html b/dom/canvas/test/webgl-mochitest/test_hidden_depth_stencil.html
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+<!DOCTYPE HTML>
+<title>WebGL test: Hidden depth/stencil passes without a depth/stencil buffer respectively</title>
+<script src='/tests/SimpleTest/SimpleTest.js'></script>
+<link rel='stylesheet' href='/tests/SimpleTest/test.css'>
+<script src='webgl-util.js'></script>
+<body>
+<script id='vs' type='x-shader/x-vertex'>
+ void main(void) {
+ gl_PointSize = 1.0; // Note that this is undefined if we don't write to it!
+ gl_Position = vec4(vec3(0), 1);
+ }
+</script>
+
+<script id='fs' type='x-shader/x-fragment'>
+ precision mediump float;
+
+ void main(void) {
+ gl_FragColor = vec4(0, 1, 0, 1);
+ }
+</script>
+<script>
+
+function ColorString(arr) {
+ return '[' + arr[0] + ', ' + arr[1] + ', ' + arr[2] + ', ' + arr[3] + ']';
+}
+
+function DrawAndCheck(gl, infoPrefix, refColorStr) {
+ gl.viewport(0, 0, 1, 1);
+
+ gl.clearColor(1, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
+ gl.drawArrays(gl.POINTS, 0, 1);
+
+ var pixel = new Uint8Array(4);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
+ var pixelStr = ColorString(pixel);
+
+ ok(pixelStr == refColorStr, infoPrefix + pixelStr + ' should be ' + refColorStr);
+}
+
+function TestCurrent(gl, attribs, infoPrefix) {
+ infoPrefix = infoPrefix + JSON.stringify(attribs) + ': ';
+
+ var CLEAR_COLOR = ColorString([255, 0, 0, 255]);
+ var DRAW_COLOR = ColorString([0, 255, 0, 255]);
+
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.STENCIL_TEST);
+
+ DrawAndCheck(gl, infoPrefix + 'initial: ', DRAW_COLOR);
+
+ if (!attribs.depth) {
+ gl.enable(gl.DEPTH_TEST);
+ gl.depthFunc(gl.NEVER);
+
+ gl.disable(gl.STENCIL_TEST);
+
+ // Depth test is enabled, and should pass NEVER.
+ // Since there is no depth buffer, the depth test is not run.
+ // Stencil test is disabled.
+ DrawAndCheck(gl, infoPrefix + 'no-depth: ', DRAW_COLOR);
+ }
+
+ if (!attribs.stencil) {
+ gl.disable(gl.DEPTH_TEST);
+
+ gl.enable(gl.STENCIL_TEST);
+ gl.stencilFunc(gl.NEVER, 0, 0);
+
+ // Depth test is disabled.
+ // Stencil test is enabled, and should pass NEVER.
+ // Since there is no stencil buffer, the stencil test is not run.
+ DrawAndCheck(gl, infoPrefix + 'no-stencil: ', DRAW_COLOR);
+ }
+}
+
+function TestBackbuffer(requestedAttribs) {
+ var canvas = document.createElement('canvas');
+ canvas.width = 1;
+ canvas.height = 1;
+ var gl = canvas.getContext('experimental-webgl', requestedAttribs);
+ if (!gl) {
+ ok(true, 'WebGL doesn\'t work, skipping test.');
+ return;
+ }
+
+ ok(gl.drawingBufferWidth == 1 && gl.drawingBufferHeight == 1,
+ 'backbuffer should be 1x1');
+
+ var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
+ gl.useProgram(prog);
+
+ var attribs = {
+ depth: gl.getContextAttributes().depth,
+ stencil: gl.getContextAttributes().stencil,
+ };
+ TestCurrent(gl, attribs, 'Backbuffer: ');
+}
+
+function TestUserFB() {
+ var canvas = document.createElement('canvas');
+ var gl = canvas.getContext('experimental-webgl');
+ if (!gl) {
+ ok(true, 'WebGL doesn\'t work, skipping test.');
+ return;
+ }
+
+ var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
+ gl.useProgram(prog);
+
+ var rb = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 1, 1);
+
+ var fb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
+
+ var depthRB = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthRB);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1);
+
+ var stencilRB = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, stencilRB);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, 1, 1);
+
+ do {
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthRB);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (status != gl.FRAMEBUFFER_COMPLETE) {
+ ok(true, 'Depth-only user FB is incomplete. This is allowed.');
+ break;
+ }
+
+ TestCurrent(gl, {depth: true, stencil: false}, 'Depth-only user FB');
+ } while (false);
+
+ do {
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencilRB);
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (status != gl.FRAMEBUFFER_COMPLETE) {
+ ok(true, 'Stencil-only user FB is incomplete. This is allowed.');
+ break;
+ }
+
+ TestCurrent(gl, {depth: false, stencil: true}, 'Stencil-only user FB');
+ } while (false);
+}
+
+(function(){
+ TestBackbuffer({depth: true, stencil: false});
+ TestBackbuffer({depth: false, stencil: true});
+ TestUserFB();
+})();
+
+</script>
+</body>