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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt1
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html156
2 files changed, 157 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt
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+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/00_test_list.txt
@@ -0,0 +1 @@
+sync-webgl-specific.html
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html b/dom/canvas/test/webgl-conf/checkout/conformance2/sync/sync-webgl-specific.html
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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">
+<title>WebGL2 specific sync object behaviors</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>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<script>
+"use strict";
+description("This test checks WebGL2 specific sync object behaviors");
+
+debug("");
+debug("Canvas.getContext");
+
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("canvas", null, 2);
+var sync = null;
+var pixel = new Uint8Array(4);
+
+if (!gl) {
+ testFailed("context does not exist");
+ finishTest();
+} else {
+ testPassed("context exists");
+
+ debug("");
+ shouldBe("gl.TIMEOUT_IGNORED", "-1");
+ shouldBe("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL", "0x9247");
+ var max = gl.getParameter(gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL);
+ debug("Querying gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL");
+ shouldBe("gl.getError()", "gl.NO_ERROR");
+ debug("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns " + max + "ns");
+ if (max < 0) {
+ testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL < 0");
+ } else if (max > 1000 * 1000 * 1000) {
+ // This is not demanded by the WebGL2 spec, but anything larger than 1000ms
+ // is bad idea and no implementation should allow it.
+ testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL should not exceed 1000ms");
+ } else {
+ testPassed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns a valid value");
+ }
+ sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
+ shouldBeNonNull("sync");
+ shouldBe("gl.getError()", "gl.NO_ERROR");
+ gl.clientWaitSync(sync, 0, max);
+ shouldBe("gl.getError()", "gl.NO_ERROR");
+ gl.clientWaitSync(sync, 0, max + 1);
+ shouldBe("gl.getError()", "gl.INVALID_OPERATION");
+
+ requestAnimationFrame(runGetSyncParameterTest);
+}
+
+var numRetries = 20000;
+var iteration = 0;
+
+function syncWithGLServer() {
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
+}
+
+function runGetSyncParameterTest() {
+ debug("");
+ debug("Verifying sync object isn't signaled too early");
+ sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
+ // Verify as best as possible that the implementation doesn't allow a sync
+ // object to become signaled until returning control to the event loop, by
+ // spin-looping for some time.
+ var iter = numRetries;
+ while (--iter > 0) {
+ syncWithGLServer();
+ if (gl.getSyncParameter(sync, gl.SYNC_STATUS) == gl.SIGNALED) {
+ testFailed("Sync object was signaled too early");
+ finishTest();
+ return;
+ }
+ }
+ testPassed("Sync object wasn't signaled too early");
+ iteration = numRetries;
+ requestAnimationFrame(finishSyncParameterTest);
+}
+
+
+function finishSyncParameterTest() {
+ if (--iteration == 0) {
+ testFailed("Sync object wasn't signaled in a reasonable timeframe (" + numRetries + " iterations)");
+ finishTest();
+ return;
+ }
+ var res = gl.getSyncParameter(sync, gl.SYNC_STATUS);
+ if (res == gl.SIGNALED) {
+ testPassed("Sync object was signaled");
+ requestAnimationFrame(runClientWaitSyncTest);
+ return;
+ }
+ // Try again.
+ syncWithGLServer();
+ requestAnimationFrame(finishSyncParameterTest);
+}
+
+function runClientWaitSyncTest() {
+ debug("");
+ debug("Verifying clientWaitSync doesn't complete too early");
+
+ sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
+ // Verify as best as possible that the implementation doesn't allow
+ // clientWaitSync to return CONDITION_SATISFIED or ALREADY_SIGNALED until
+ // returning control to the event loop, by spin-looping for some time.
+ var iter = numRetries;
+ while (--iter > 0) {
+ syncWithGLServer();
+ var res = gl.clientWaitSync(sync, 0, 0);
+ if (res == gl.CONDITION_SATISFIED || res == gl.ALREADY_SIGNALED) {
+ testFailed("clientWaitSync completed successfully too early");
+ finishTest();
+ return;
+ }
+ }
+ testPassed("clientWaitSync didn't complete successfully too early");
+ iteration = numRetries;
+ requestAnimationFrame(finishClientWaitSyncTest);
+}
+
+function finishClientWaitSyncTest() {
+ if (--iteration == 0) {
+ testFailed("clientWaitSync didn't complete in a reasonable timeframe (" + numRetries + " iterations)");
+ finishTest();
+ return;
+ }
+ var res = gl.clientWaitSync(sync, 0, 0);
+ if (res == gl.CONDITION_SATISFIED || res == gl.ALREADY_SIGNALED) {
+ testPassed("clientWaitSync completed successfully");
+ // This is the last test right now.
+ finishTest();
+ return;
+ }
+ // Try again.
+ syncWithGLServer();
+ requestAnimationFrame(finishClientWaitSyncTest);
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+</body>
+</html>