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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rasterizer-discard-and-implicit-clear.html | 149 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rasterizer-discard-and-implicit-clear.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rasterizer-discard-and-implicit-clear.html new file mode 100644 index 0000000000..f605a25f26 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/rasterizer-discard-and-implicit-clear.html @@ -0,0 +1,149 @@ +<!-- +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> |