summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/buffers/buffer-data-dynamic-delay.html
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/buffers/buffer-data-dynamic-delay.html114
1 files changed, 114 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/buffers/buffer-data-dynamic-delay.html b/dom/canvas/test/webgl-conf/checkout/conformance/buffers/buffer-data-dynamic-delay.html
new file mode 100644
index 0000000000..8e41a687bb
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/buffers/buffer-data-dynamic-delay.html
@@ -0,0 +1,114 @@
+<!--
+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.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>bufferData with DYNAMIC_DRAW and delay between updating data</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"> </script>
+</head>
+<body>
+<canvas id="canvas" width="50" height="50"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script id="vshader" type="x-shader/x-vertex">
+ attribute vec2 a_position;
+ attribute vec2 a_color;
+ varying vec2 v_color;
+ void main()
+ {
+ gl_Position = vec4(a_position, 0.0, 1.0);
+ v_color = a_color;
+ }
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+ precision mediump float;
+ varying vec2 v_color;
+ void main()
+ {
+ gl_FragColor = vec4(v_color, 0.0, 1.0);
+ }
+</script>
+
+<script>
+"use strict";
+description("Verifies that bufferData with DYNAMIC_DRAW updates the vertex attribute when there is a significant delay between updating the buffer.");
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("canvas");
+var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position", "a_color"]);
+
+// Initialize position vertex attribute to draw a square covering the entire canvas.
+var positionBuffer = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ -1.0, 1.0,
+ 1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, -1.0
+ ]), gl.DYNAMIC_DRAW);
+gl.enableVertexAttribArray(0);
+gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+// Initialize color vertex attribute to red.
+var colorBuffer = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 1.0, 0.0,
+ 1.0, 0.0,
+ 1.0, 0.0,
+ 1.0, 0.0,
+ ]), gl.DYNAMIC_DRAW);
+gl.enableVertexAttribArray(1);
+gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after setup");
+
+// Fill the canvas with red
+gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after first drawArrays");
+
+wtu.checkCanvasRect(gl, 0, 0, 50, 50, [255, 0, 0, 255], "Canvas should be red after the first drawArrays");
+
+// With the buffer set to DYNAMIC_DRAW, Angle internally changes the storage type of the vertex attribute from DYNAMIC to DIRECT
+// if the buffer has not been updated after ~4-5 draw calls. When the buffer is eventually updated, the vertex attribute
+// is updated back to DYNAMIC, but there was a bug in Angle where the data is not marked as dirty. The result is that the
+// vertex data is not updated with the new buffer data. This test verifies that the vertex data is updated.
+var iteration = 0;
+function draw() {
+ // Draw 10 times to ensure that the vertex attribute storage type is changed.
+ if (iteration < 10) {
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 2);
+ requestAnimationFrame(draw);
+ }
+ else {
+ // Update the buffer bound to the color vertex attribute to green and draw.
+ gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 0.0, 1.0,
+ 0.0, 1.0,
+ 0.0, 1.0,
+ 0.0, 1.0,
+ ]), gl.DYNAMIC_DRAW);
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after last drawArrays");
+
+ wtu.checkCanvasRect(gl, 0, 0, 50, 50, [0, 255, 0, 255], "Canvas should be green after 10 frames");
+
+ finishTest();
+ }
+
+ iteration++;
+}
+
+requestAnimationFrame(draw);
+
+</script>
+</body>
+</html>