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Diffstat (limited to '')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/bind-framebuffer-flush-bug.html | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/bind-framebuffer-flush-bug.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/bind-framebuffer-flush-bug.html new file mode 100644 index 0000000000..357af132a3 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/bind-framebuffer-flush-bug.html @@ -0,0 +1,146 @@ +<!-- +Copyright (c) 2020 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"> +<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> +<script> +"use strict"; +const wtu = WebGLTestUtils; + +function runTest() { + let canvas = document.createElement('canvas'); + document.body.appendChild(canvas); + const gl = wtu.create3DContext(canvas); + if (!gl) { + testFailed('could not create context'); + return; + } + const size = 100; + + debug('Setup'); + canvas.width = size; + canvas.height = size; + + const texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + + const backbuffer = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, backbuffer); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + + const vertexBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, 32, gl.DYNAMIC_DRAW); + gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array([ + 1, 1, + 1, -1, + -1, 1, + -1, -1, + ])); + gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 8, 0); + gl.enableVertexAttribArray(0); + + const blitTextureProgram = gl.createProgram(); + const blitTextureVertex = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(blitTextureVertex, ` + precision mediump float; + attribute vec2 pos; + varying vec2 uv; + void main(){ + uv = (pos + vec2(1.0)) / 2.0; + gl_Position=vec4(pos*2.-1.,0.,1.); + } + `); + gl.compileShader(blitTextureVertex); + gl.attachShader(blitTextureProgram, blitTextureVertex); + const blitTextureFragment = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(blitTextureFragment, ` + precision mediump float; + uniform sampler2D texture; + varying vec2 uv; + void main(){ + gl_FragColor=texture2D(texture, uv); + } + `); + gl.compileShader(blitTextureFragment); + gl.attachShader(blitTextureProgram, blitTextureFragment); + gl.linkProgram(blitTextureProgram); + + const solidColorProgram = gl.createProgram(); + const solidColorVertex = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(solidColorVertex, ` + precision mediump float; + attribute vec2 pos; + void main(){ + gl_Position=vec4(pos,0.,1.); + } + `); + gl.compileShader(solidColorVertex); + gl.attachShader(solidColorProgram, solidColorVertex); + const solidColorFragment = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(solidColorFragment, ` + precision mediump float; + void main(){ + gl_FragColor=vec4(0.,0.,1.,1.); + } + `); + gl.compileShader(solidColorFragment); + gl.attachShader(solidColorProgram, solidColorFragment); + gl.bindAttribLocation(solidColorProgram, 0, "pos"); + gl.linkProgram(solidColorProgram); + gl.clearColor(1, 0, 0, 1); + + debug('Drawing'); + // Draw blue rectangle to backbuffer texture + gl.bindFramebuffer(gl.FRAMEBUFFER, backbuffer); + gl.useProgram(solidColorProgram); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + + // Blit backbuffer texture to screen + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.useProgram(blitTextureProgram); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + + // Clear backbuffer texture to red + gl.bindFramebuffer(gl.FRAMEBUFFER, backbuffer); + gl.clear(gl.COLOR_BUFFER_BIT); + + // Blit backbuffer texture to screen + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.useProgram(blitTextureProgram); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + + debug('Expected: canvas should be red'); + debug('Buggy: canvas is blue'); + wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255, 0, 0], 'should be red'); +} +</script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description('Verifies workaround for bug in Intel drivers where clear and drawArrays calls are reordered across bindFramebuffer.'); +debug('Regression test for <a href="http://crbug.com/1018028">http://crbug.com/1018028</a>'); +runTest(); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |