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+<html>
+ <head>
+ <meta charset='UTF-8'>
+ <script src='/tests/SimpleTest/SimpleTest.js'></script>
+ <link rel='stylesheet' href='/tests/SimpleTest/test.css'>
+ </head>
+ <body>
+<canvas id='c' width='200' height='200'></canvas>
+<canvas id='c2' width='200' height='200'></canvas>
+
+<script>
+
+function RGBAToString(arr) {
+ return '[' + arr[0].toPrecision(4) + ', ' +
+ arr[1].toPrecision(4) + ', ' +
+ arr[2].toPrecision(4) + ', ' +
+ arr[3].toPrecision(4) + ']';
+}
+
+function TestScreenColor(gl, r, g, b, a) {
+ var arr = new SharedArrayBuffer(4);
+ var view = new Uint8Array(arr);
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, view);
+
+ var err = gl.getError();
+ ok(err == 0, 'Should be no errors.');
+ if (err)
+ return;
+
+ var floatArr;
+ floatArr = new Float32Array(4);
+ floatArr[0] = view[0] / 255.0;
+ floatArr[1] = view[1] / 255.0;
+ floatArr[2] = view[2] / 255.0;
+ floatArr[3] = view[3] / 255.0;
+
+ var testText = RGBAToString(floatArr);
+ var refText = RGBAToString([r, g, b, a]);
+
+ var eps = 1.0 / 255.0;
+ var isSame = (Math.abs(floatArr[0] - r) < eps &&
+ Math.abs(floatArr[1] - g) < eps &&
+ Math.abs(floatArr[2] - b) < eps &&
+ Math.abs(floatArr[3] - a) < eps);
+
+ ok(isSame, 'Should be ' + refText + ', was ' + testText + ',');
+}
+
+// Give ourselves a scope to return early from:
+(function() {
+ var canvas = document.getElementById('c');
+ var attribs = {
+ antialias: false,
+ depth: false,
+ };
+ let gl = canvas.getContext('experimental-webgl', attribs);
+ if (!gl) {
+ todo(false, 'WebGL is unavailable.');
+ return;
+ }
+ if (typeof SharedArrayBuffer === 'undefined') {
+ todo(false, 'SharedArrayBuffer is unavailable.');
+ return;
+ }
+
+ var vs = gl.createShader(gl.VERTEX_SHADER);
+ gl.shaderSource(vs, "attribute vec2 aVertCoord; void main(void) { gl_Position = vec4(aVertCoord, 0.0, 1.0); }");
+ gl.compileShader(vs);
+ var fs = gl.createShader(gl.FRAGMENT_SHADER);
+ gl.shaderSource(fs, "precision mediump float; uniform vec4 uFragColor; void main(void) { gl_FragColor = uFragColor; }");
+ gl.compileShader(fs);
+ var prog = gl.createProgram();
+ gl.attachShader(prog, vs);
+ gl.attachShader(prog, fs);
+ gl.linkProgram(prog);
+
+ var success = gl.getProgramParameter(prog, gl.LINK_STATUS);
+ if (!success) {
+ console.log('Error linking program for \'' + vsId + '\' and \'' + fsId + '\'.');
+ console.log('\nLink log: ' + gl.getProgramInfoLog(prog));
+ console.log('\nVert shader log: ' + gl.getShaderInfoLog(vs));
+ console.log('\nFrag shader log: ' + gl.getShaderInfoLog(fs));
+ }
+ ok(prog, 'Program should link.');
+ if (!prog) {
+ return;
+ }
+
+ prog.aVertCoord = gl.getAttribLocation(prog, 'aVertCoord');
+ prog.uFragColor = gl.getUniformLocation(prog, 'uFragColor');
+
+ gl.useProgram(prog);
+
+ // Test gl.bufferData(), gl.bufferSubData() and gl.readPixels() APIs with SAB as input.
+ var arr = new SharedArrayBuffer(8*4);
+ var view = new Float32Array(arr);
+ view.set(new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]));
+ var vb = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vb);
+ gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW);
+ ok(gl.getError() == 0, 'bufferData with SAB as input parameter works ok.');
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
+ ok(gl.getError() == 0, 'bufferSubData with SAB as input parameter works ok.');
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+ gl.clearColor(0, 0, 0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.uniform4f(prog.uFragColor, 0.2, 0.4, 0.6, 1.0);
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+ var arr = new Uint8Array(4);
+ TestScreenColor(gl, 0.2, 0.4, 0.6, 1.0);
+
+ // Test gl.texImage2D() and gl.texSubImage2D() APIs with SAB as input.
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ var width = 4;
+ var height = 4;
+ var numChannels = 4;
+ var sab = new SharedArrayBuffer(width * height * numChannels);
+ var data = new Uint8Array(sab);
+ for (var i = 0; i < data.length; ++i) {
+ data[i] = i;
+ }
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ ok(gl.getError() == 0, 'texImage2D() with SAB as input parameter works ok.');
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ ok(gl.getError() == 0, 'texSubImage2D() with SAB as input parameter works ok.');
+
+ ok(gl.getError() == 0, 'Should be no errors after test.');
+})();
+
+// Test WebGL 2
+(function() {
+ var canvas = document.getElementById('c2');
+ var attribs = {
+ antialias: false,
+ depth: false,
+ };
+ let gl = canvas.getContext('webgl2', attribs);
+ if (!gl) {
+ todo(false, 'WebGL 2 is unavailable.');
+ return;
+ }
+ if (typeof SharedArrayBuffer === 'undefined') {
+ todo(false, 'SharedArrayBuffer is unavailable.');
+ return;
+ }
+
+ var arr = new SharedArrayBuffer(8*4);
+ var view = new Float32Array(arr);
+ view.set(new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]));
+ var vb = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vb);
+ gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW);
+
+ var arr2 = new SharedArrayBuffer(8*4);
+ var view2 = new Float32Array(arr2);
+ gl.getBufferSubData(gl.ARRAY_BUFFER, 0, view2);
+ var equal = true;
+ for(var i = 0; i < 8; ++i) {
+ if (view[i] != view2[i]) equal = false;
+ }
+ ok(equal, 'getBufferSubData with SAB as input parameter works ok.');
+
+ // Test gl.texImage3D() and gl.texSubImage3D() APIs with SAB as input.
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_3D, tex);
+ var width = 4;
+ var height = 4;
+ var depth = 4;
+ var numChannels = 4;
+ var sab = new SharedArrayBuffer(width * height * depth* numChannels);
+ var data = new Uint8Array(sab);
+ for (var i = 0; i < data.length; ++i) {
+ data[i] = i;
+ }
+ gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ ok(gl.getError() == 0, 'texImage3D() with SAB as input parameter works ok.');
+ gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, width, height, depth, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ ok(gl.getError() == 0, 'texSubImage3D() with SAB as input parameter works ok.');
+
+ ok(gl.getError() == 0, 'Should be no errors after test.');
+})();
+
+ok(true, 'TEST COMPLETE');
+
+</script>
+
+ </body>
+</html>