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-rw-r--r--dom/canvas/test/webgl-conf/checkout/deqp/framework/opengl/simplereference/sglrGLContext.js231
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diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/framework/opengl/simplereference/sglrGLContext.js b/dom/canvas/test/webgl-conf/checkout/deqp/framework/opengl/simplereference/sglrGLContext.js
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+++ b/dom/canvas/test/webgl-conf/checkout/deqp/framework/opengl/simplereference/sglrGLContext.js
@@ -0,0 +1,231 @@
+/*-------------------------------------------------------------------------
+ * drawElements Quality Program OpenGL ES Utilities
+ * ------------------------------------------------
+ *
+ * Copyright 2014 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+'use strict';
+goog.provide('framework.opengl.simplereference.sglrGLContext');
+goog.require('framework.common.tcuPixelFormat');
+goog.require('framework.common.tcuTexture');
+goog.require('framework.common.tcuTextureUtil');
+goog.require('framework.delibs.debase.deMath');
+goog.require('framework.delibs.debase.deUtil');
+goog.require('framework.opengl.gluShaderProgram');
+goog.require('framework.opengl.gluShaderUtil');
+goog.require('framework.opengl.gluTextureUtil');
+goog.require('framework.opengl.simplereference.sglrShaderProgram');
+goog.require('framework.referencerenderer.rrDefs');
+goog.require('framework.referencerenderer.rrMultisamplePixelBufferAccess');
+goog.require('framework.referencerenderer.rrRenderState');
+goog.require('framework.referencerenderer.rrRenderer');
+goog.require('framework.referencerenderer.rrVertexAttrib');
+
+goog.scope(function() {
+
+ var sglrGLContext = framework.opengl.simplereference.sglrGLContext;
+ var tcuTexture = framework.common.tcuTexture;
+ var deUtil = framework.delibs.debase.deUtil;
+ var deMath = framework.delibs.debase.deMath;
+ var tcuTextureUtil = framework.common.tcuTextureUtil;
+ var tcuPixelFormat = framework.common.tcuPixelFormat;
+ var gluShaderProgram = framework.opengl.gluShaderProgram;
+ var gluShaderUtil = framework.opengl.gluShaderUtil;
+ var gluTextureUtil = framework.opengl.gluTextureUtil;
+ var sglrShaderProgram = framework.opengl.simplereference.sglrShaderProgram;
+ var rrDefs = framework.referencerenderer.rrDefs;
+ var rrMultisamplePixelBufferAccess = framework.referencerenderer.rrMultisamplePixelBufferAccess;
+ var rrRenderer = framework.referencerenderer.rrRenderer;
+ var rrRenderState = framework.referencerenderer.rrRenderState;
+ var rrVertexAttrib = framework.referencerenderer.rrVertexAttrib;
+
+ var DE_ASSERT = function(x) {
+ if (!x)
+ throw new Error('Assert failed');
+ };
+
+ /**
+ * sglrGLContext.GLContext wraps the standard WebGL context to be able to be used interchangeably with the ReferenceContext
+ * @constructor
+ * @extends {WebGL2RenderingContext}
+ * @param {?WebGL2RenderingContext} context
+ * @param {Array<number>=} viewport
+ */
+ sglrGLContext.GLContext = function(context, viewport) {
+ DE_ASSERT(context);
+
+ var functionwrapper = function(context, fname) {
+ return function() {
+ return context[fname].apply(context, arguments);
+ };
+ };
+
+ var wrap = {};
+ for (var i in context) {
+ try {
+ if (typeof context[i] == 'function') {
+ wrap[i] = functionwrapper(context, i);
+ } else {
+ wrap[i] = context[i];
+ }
+ } catch (e) {
+ throw new Error('GLContext: Error accessing ' + i);
+ }
+ }
+ if (viewport)
+ context.viewport(viewport[0], viewport[1], viewport[2], viewport[3]);
+
+ /**
+ * createProgram
+ * @override
+ * @param {sglrShaderProgram.ShaderProgram=} shader
+ * @return {!WebGLProgram}
+ */
+ this.createProgram = function(shader) {
+ var program = new gluShaderProgram.ShaderProgram(
+ context,
+ gluShaderProgram.makeVtxFragSources(
+ shader.m_vertSrc,
+ shader.m_fragSrc
+ )
+ );
+
+ if (!program.isOk()) {
+ bufferedLogToConsole(program.toString());
+ testFailedOptions('Compile failed', true);
+ }
+ return program.getProgram();
+ };
+ wrap['createProgram'] = this.createProgram;
+
+ /**
+ * Draws quads from vertex arrays
+ * @param {number} primitive Primitive type
+ * @param {number} first First vertex to begin drawing with
+ * @param {number} count Number of vertices
+ */
+ var drawQuads = function(primitive, first, count) {
+ context.drawArrays(primitive, first, count);
+ };
+ wrap['drawQuads'] = drawQuads;
+
+ /**
+ * @return {number}
+ */
+ var getWidth = function() {
+ if(viewport)
+ return viewport[2];
+ else
+ return context.drawingBufferWidth;
+ };
+ wrap['getWidth'] = getWidth;
+
+ /**
+ * @return {number}
+ */
+ var getHeight = function() {
+ if(viewport)
+ return viewport[3];
+ else
+ return context.drawingBufferHeight;
+ };
+ wrap['getHeight'] = getHeight;
+
+ /**
+ * @param {number} x
+ * @param {number} y
+ * @param {number} width
+ * @param {number} height
+ * @param {number} format
+ * @param {number} dataType
+ * @param {ArrayBuffer|ArrayBufferView} data
+ */
+ var readPixels = function(x, y, width, height, format, dataType, data) {
+ /** @type {?ArrayBufferView} */ var dataArr;
+ if (!ArrayBuffer.isView(data)) {
+ var type = gluTextureUtil.mapGLChannelType(dataType, true);
+ var dataArrType = tcuTexture.getTypedArray(type);
+ dataArr = new dataArrType(data);
+ } else {
+ dataArr = /** @type {?ArrayBufferView} */ (data);
+ }
+
+ context.readPixels(x, y, width, height, format, dataType, dataArr);
+ };
+ wrap['readPixels'] = readPixels;
+
+ /**
+ * @param {number} target
+ * @param {number} level
+ * @param {number} internalFormat
+ * @param {number} width
+ * @param {number} height
+ */
+ var texImage2DDelegate = function(target, level, internalFormat, width, height) {
+ var format;
+ var dataType;
+
+ switch(internalFormat)
+ {
+ case gl.ALPHA:
+ case gl.LUMINANCE:
+ case gl.LUMINANCE_ALPHA:
+ case gl.RGB:
+ case gl.RGBA:
+ format = internalFormat;
+ dataType = gl.UNSIGNED_BYTE;
+ break;
+ default:
+ {
+ var transferFmt = gluTextureUtil.getTransferFormat(gluTextureUtil.mapGLInternalFormat(internalFormat));
+ format = transferFmt.format;
+ dataType = transferFmt.dataType;
+ break;
+ }
+ }
+ context.texImage2D(target, level, internalFormat, width, height, 0, format, dataType, null);
+ };
+ wrap['texImage2DDelegate'] = texImage2DDelegate;
+
+ return wrap;
+ };
+
+ /**
+ * createProgram - This had to be added here as dummy to remove a warning when the only context used is GLContext (no reference context)
+ * @override
+ * @param {sglrShaderProgram.ShaderProgram=} shader
+ * @return {!WebGLProgram}
+ */
+ sglrGLContext.GLContext.prototype.createProgram = function(shader) {return this.createProgram();};
+
+ /**
+ * @param ctx GL-like context
+ * @param {string} name
+ * @return {boolean}
+ */
+ sglrGLContext.isExtensionSupported = function(ctx, name) {
+ var extns = ctx.getSupportedExtensions();
+ var found = false;
+ if (extns) {
+ var index = extns.indexOf(name);
+ if (index != -1)
+ found = true;
+ }
+ return found;
+ };
+
+});