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+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL 2 gl_VertexID Large Count Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/desktop-gl-constants.js"></script>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<!-- Shaders for testing instanced draws -->
+<script id="vs" type="text/plain">
+#version 300 es
+
+uniform ivec2 resolution;
+void main() {
+ ivec2 pixel = ivec2(
+ gl_VertexID % resolution.x,
+ gl_VertexID / resolution.x);
+ vec2 xy = (vec2(pixel) + 0.5) / vec2(resolution) * 2.0 - 1.0;
+
+ gl_Position = vec4(xy, 0, 1);
+ gl_PointSize = 1.0;
+}
+</script>
+<script id="fs" type="text/plain">
+#version 300 es
+precision mediump float;
+uniform vec4 color;
+out vec4 fragColor;
+void main() {
+ fragColor = color;
+}
+</script>
+
+<script>
+"use strict";
+description("Test gl_VertexID");
+
+debug("");
+
+const wtu = WebGLTestUtils;
+const canvas = document.createElement("canvas");
+const size = 2048;
+canvas.width = size;
+canvas.height = size;
+const gl = wtu.create3DContext(canvas, null, 2);
+
+// document.body.appendChild(gl.canvas);
+// gl.canvas.style.background = 'yellow';
+// gl.canvas.style.margin = '20px';
+// const ext = gl.getExtension('WEBGL_debug_renderer_info');
+// if (ext) {
+// debug(gl.getParameter(ext.UNMASKED_RENDERER_WEBGL));
+// }
+
+(function() {
+ if (!gl) {
+ testFailed("WebGL context does not exist");
+ return;
+ }
+ testPassed("WebGL context exists");
+
+ const vs = document.getElementById("vs").innerHTML.trim();
+ const fs = document.getElementById("fs").innerHTML.trim();
+ const prog = wtu.loadProgram(gl, vs, fs);
+ gl.useProgram(prog);
+ const resolutionLoc = gl.getUniformLocation(prog, 'resolution');
+ const colorLoc = gl.getUniformLocation(prog, 'color');
+
+ // -
+
+ debug("");
+ debug("----------------");
+ debug("drawArrays");
+
+ const u8Color = c => c.map(v => v * 255 | 0);
+ const transparentBlack = [0, 0, 0, 0];
+ const red = [1, 0, 0, 1];
+ const green = [0, 1, 0, 1];
+ const blue = [0, 0, 1, 1];
+
+ const test = function(first, count, color) {
+ debug("");
+ debug(`drawArrays(first: ${first}, count: ${count})`);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.uniform4fv(colorLoc, color);
+ gl.uniform2i(resolutionLoc, size, size);
+ gl.drawArrays(gl.POINTS, first, count);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ const y = first / size;
+ const height = count / size;
+
+ // The shader draws 1 pixel points by looking at gl_VertexID
+ // as a 1D index into a 2D array. In other words
+ // row = gl_VertexID / width;
+ // col = gl_VertexID % width;
+ // Setting first to a value of rows * width (ie, y * size)
+ // lets us skip y rows when drawing so we then check that
+ // from y to height rows are the expected color and everything
+ // else is the cleared color.
+ wtu.checkCanvasRect(gl, 0, y, size, height, u8Color(color));
+ wtu.checkCanvasRect(gl, 0, 0, size, size - height, transparentBlack);
+ };
+
+ test(0, size * size, red);
+ test(size * size / 2, size * size / 2, green);
+ test(size * size / 4, size * size / 4 * 3, blue);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "There should be no remaining errors");
+})();
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>
+
+<!--
+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.
+-->