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+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rasterizer-discard-and-implicit-clear.html
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+<!--
+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">
+<title>RASTERIZER_DISCARD doesn't affect implicit clears</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>
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+layout(location=0) in vec2 vPosition;
+uniform float xTranslation;
+void main(void) {
+ gl_Position = vec4(vPosition[0] + xTranslation, vPosition[1], 0.0, 1.0);
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+uniform vec4 color;
+out vec4 outColor;
+void main() {
+ outColor = color;
+}
+</script>
+</head>
+<body>
+<canvas id="example"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+debug("");
+
+description("Enabling RASTERIZER_DISCARD should not affect implicit clears");
+
+const wtu = WebGLTestUtils;
+const canvas = document.getElementById("example");
+const sz = canvas.width = canvas.height = 256;
+const gl = wtu.create3DContext(canvas, undefined, 2);
+const NUM_FRAMES = 15;
+let framesToGo = NUM_FRAMES;
+let xTranslationLoc;
+let colorLoc;
+const positionLocation = 0;
+const red = [ 1.0, 0.0, 0.0, 1.0 ];
+const green = [ 0.0, 1.0, 0.0, 1.0 ];
+const transparentBlackRender = [ 0, 0, 0, 0 ];
+const greenRender = [ 0, 255, 0, 255 ];
+
+if (!gl) {
+ testFailed("WebGL context creation failed");
+ finishTest();
+} else {
+ testPassed("WebGL context creation succeeded");
+ runDrawTest();
+}
+
+function runDrawTest() {
+ debug("Verify that draws with rasterizer discard enabled do not interfere with implicit clears");
+ let prog = wtu.loadProgramFromScript(gl, "vshader", "fshader");
+ gl.useProgram(prog);
+ xTranslationLoc = gl.getUniformLocation(prog, "xTranslation");
+ colorLoc = gl.getUniformLocation(prog, "color");
+ let leftRectBuffer = gl.createBuffer();
+ gl.enableVertexAttribArray(positionLocation);
+ gl.bindBuffer(gl.ARRAY_BUFFER, leftRectBuffer);
+ // Create a rectangle covering the left half of the viewport, in
+ // normalized device coordinates.
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 0.0, 1.0,
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 0.0, 1.0,
+ -1.0, -1.0,
+ 0.0, -1.0]), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
+ requestAnimationFrame(renderDrawTestFrame);
+}
+
+function renderDrawTestFrame() {
+ // Animation is required in order to expose this bug. When it
+ // occurs, the rectangle leaves trails behind it.
+ gl.uniform1f(xTranslationLoc, 0.0);
+ gl.enable(gl.RASTERIZER_DISCARD);
+ gl.uniform4fv(colorLoc, red);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ gl.disable(gl.RASTERIZER_DISCARD);
+
+ // Animate the rectangle from the left to the right half of the viewport.
+ gl.uniform1f(xTranslationLoc, (NUM_FRAMES - framesToGo) / NUM_FRAMES);
+ // Draw the last frame with green so any (incorrect) trails are visibly red.
+ if (framesToGo == 0)
+ gl.uniform4fv(colorLoc, green);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ if (framesToGo-- == 0) {
+ // The left half of the canvas should be transparent black,
+ // which comes from the implicit clear just before drawing the
+ // rectangle without rasterizer discard enabled.
+ wtu.checkCanvasRect(gl, 0, 0, sz / 2, sz, transparentBlackRender, "left half of canvas should be clear", 3);
+ // The right half of the canvas should be solid green, from
+ // the last render of the translated rectangle.
+ wtu.checkCanvasRect(gl, sz / 2, 0, sz / 2, sz, greenRender, "right half of canvas should be green", 3);
+ runReadPixelsTest();
+ } else {
+ requestAnimationFrame(renderDrawTestFrame);
+ }
+}
+
+function runReadPixelsTest() {
+ debug("Verify that readPixels with rasterizer discard enabled receives implicitly cleared data");
+ framesToGo = NUM_FRAMES; // Reset state.
+ // Clear to transparent black.
+ gl.clearColor(0.0, 0.0, 0.0, 0.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ // Start with rasterizer discard enabled.
+ gl.enable(gl.RASTERIZER_DISCARD);
+ requestAnimationFrame(renderReadPixelsTestFrame);
+}
+
+function renderReadPixelsTestFrame() {
+ // Rasterizer discard is enabled at the beginning of this test.
+
+ // The canvas should always contain transparent black at the beginning of the frame.
+ wtu.checkCanvasRect(gl, 0, 0, sz, sz, transparentBlackRender, undefined, 3);
+
+ gl.disable(gl.RASTERIZER_DISCARD);
+ // Clear to red.
+ gl.clearColor(1.0, 0.0, 0.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ // Enable rasterizer discard again.
+ gl.enable(gl.RASTERIZER_DISCARD);
+
+ if (--framesToGo == 0) {
+ finishTest();
+ } else {
+ requestAnimationFrame(renderReadPixelsTestFrame);
+ }
+}
+
+</script>
+
+</body>
+</html>