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+<!--
+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">
+<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 id="vshader" type="x-shader/x-vertex">
+attribute vec3 pos;
+attribute vec4 colorIn;
+uniform float pointSize;
+varying vec4 color;
+
+void main()
+{
+ gl_PointSize = pointSize;
+ color = colorIn;
+ gl_Position = vec4(pos, 1.0);
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+</script>
+</head>
+<body>
+<canvas id="testbed" width="2" height="2"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description('Verify GL_VERTEX_PROGRAM_POINT_SIZE is enabled in WebGL');
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext('testbed', { antialias: false });
+shouldBeNonNull("gl");
+
+gl.disable(gl.BLEND);
+
+// The choice of (0.4, 0.4) ensures that the centers of the surrounding
+// pixels are not contained within the point when it is of size 1, but
+// that they definitely are when it is of size 2.
+var vertices = new Float32Array([
+ 0.4, 0.4, 0.0]);
+var colors = new Uint8Array([
+ 255, 0, 0, 255]);
+
+var colorOffset = vertices.byteLength;
+
+var buf = new Uint8Array(2 * 2 * 4);
+var index = 0;
+
+var vbo = gl.createBuffer();
+gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
+gl.bufferData(gl.ARRAY_BUFFER, colorOffset + colors.byteLength, gl.STATIC_DRAW);
+gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
+gl.bufferSubData(gl.ARRAY_BUFFER, colorOffset, colors);
+
+function test(program) {
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, colorOffset);
+ gl.enableVertexAttribArray(1);
+
+ var locPointSize = gl.getUniformLocation(program, 'pointSize');
+
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+
+ debug('Draw a point of size 1 and verify it does not touch any other pixels.');
+
+ gl.uniform1f(locPointSize, 1.0);
+ gl.drawArrays(gl.POINTS, 0, vertices.length / 3);
+
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+
+ for (var y = 0; y < 2; ++y) {
+ for (var x = 0; x < 2; ++x) {
+ var correctColor = (x == 1 && y == 1) ? [255, 0, 0] : [0, 0, 0];
+ wtu.checkCanvasRect(gl, x, y, 1, 1, correctColor);
+ }
+ }
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ debug('Draw a point of size 2 and verify it fills the appropriate region.');
+
+ var pointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
+ if (pointSizeRange[1] >= 2.0) {
+ gl.uniform1f(locPointSize, 2.0);
+ gl.drawArrays(gl.POINTS, 0, vertices.length / 3);
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+ wtu.checkCanvasRect(gl, 0, 0, 2, 2, [255, 0, 0]);
+ }
+}
+
+debug('');
+debug('Pass 1');
+var program1 = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos', 'colorIn']);
+shouldBe('gl.getError()', 'gl.NO_ERROR');
+test(program1);
+
+// Under some versions of ANGLE point sprite shader programs were
+// incorrectly reloaded from cache. Rebuilding the shader program and
+// repeating the test simulates the conditions that caused it to fail
+debug('');
+debug('Pass 2');
+var program2 = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos', 'colorIn']);
+shouldBe('gl.getError()', 'gl.NO_ERROR');
+test(program2);
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>