From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- .../tex-image-and-sub-image-2d-with-canvas.js | 468 +++++++++++++++++++++ 1 file changed, 468 insertions(+) create mode 100644 dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js (limited to 'dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js') diff --git a/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js b/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js new file mode 100644 index 0000000000..a96eeb9de0 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/js/tests/tex-image-and-sub-image-2d-with-canvas.js @@ -0,0 +1,468 @@ +/* +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. +*/ + +function generateTest(internalFormat, pixelFormat, pixelType, prologue, resourcePath, defaultContextVersion) { + var wtu = WebGLTestUtils; + var tiu = TexImageUtils; + var gl = null; + var successfullyParsed = false; + var whiteColor = [255, 255, 255, 255]; + var redColor = [255, 0, 0, 255]; + var greenColor = [0, 255, 0, 255]; + var semiTransparentRedColor = [127, 0, 0, 127]; + var semiTransparentGreenColor = [0, 127, 0, 127]; + var repeatCount; + + function replicateRedChannel(color) + { + color[1] = color[0]; + color[2] = color[0]; + } + + function zapColorChannels(color) + { + color[0] = 0; + color[1] = 0; + color[2] = 0; + } + + function setAlphaChannelTo1(color) + { + color[3] = 255; + } + + function replicateAllRedChannels() + { + replicateRedChannel(redColor); + replicateRedChannel(semiTransparentRedColor); + replicateRedChannel(greenColor); + replicateRedChannel(semiTransparentGreenColor); + } + + function setAllAlphaChannelsTo1() + { + setAlphaChannelTo1(redColor); + setAlphaChannelTo1(semiTransparentRedColor); + setAlphaChannelTo1(greenColor); + setAlphaChannelTo1(semiTransparentGreenColor); + } + + function repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType) + { + // There were bugs in early WebGL 1.0 implementations when repeatedly uploading canvas + // elements into textures. In response, this test was changed into a regression test by + // repeating all of the cases multiple times. Unfortunately, this means that adding a new + // case above significantly increases the run time of the test suite. The problem is made + // even worse by the addition of many more texture formats in WebGL 2.0. + // + // Doing repeated runs with just a couple of WebGL 1.0's supported texture formats acts as a + // sufficient regression test for the old bugs. For this reason the test has been changed to + // only repeat for those texture formats. + if ((internalFormat == 'RGBA' && pixelFormat == 'RGBA' && pixelType == 'UNSIGNED_BYTE') || + (internalFormat == 'RGB' && pixelFormat == 'RGB' && pixelType == 'UNSIGNED_BYTE')) { + return 4; + } + + return 1; + } + + function init() + { + description('Verify texImage2D and texSubImage2D code paths taking canvas elements (' + internalFormat + '/' + pixelFormat + '/' + pixelType + ')'); + + // Set the default context version while still allowing the webglVersion URL query string to override it. + wtu.setDefault3DContextVersion(defaultContextVersion); + gl = wtu.create3DContext("example"); + + if (!prologue(gl)) { + finishTest(); + return; + } + + repeatCount = repeatCountForTextureFormat(internalFormat, pixelFormat, pixelType); + + switch (gl[pixelFormat]) { + case gl.RED: + case gl.RED_INTEGER: + // Zap green and blue channels. + whiteColor[1] = 0; + whiteColor[2] = 0; + greenColor[1] = 0; + semiTransparentGreenColor[1] = 0; + // Alpha channel is 1.0. + setAllAlphaChannelsTo1(); + break; + case gl.RG: + case gl.RG_INTEGER: + // Zap blue channel. + whiteColor[2] = 0; + // Alpha channel is 1.0. + setAllAlphaChannelsTo1(); + break; + case gl.LUMINANCE: + // Replicate red channels. + replicateAllRedChannels(); + // Alpha channel is 1.0. + setAllAlphaChannelsTo1(); + break; + case gl.ALPHA: + // Red, green and blue channels are all 0.0. + zapColorChannels(redColor); + zapColorChannels(semiTransparentRedColor); + zapColorChannels(greenColor); + zapColorChannels(semiTransparentGreenColor); + zapColorChannels(whiteColor); + break; + case gl.LUMINANCE_ALPHA: + // Replicate red channels. + replicateAllRedChannels(); + break; + case gl.RGB: + case gl.RGB_INTEGER: + // Alpha channel is 1.0. + setAllAlphaChannelsTo1(); + break; + default: + break; + } + + switch (gl[internalFormat]) { + case gl.SRGB8: + case gl.SRGB8_ALPHA8: + semiTransparentRedColor = wtu.sRGBToLinear(semiTransparentRedColor); + semiTransparentGreenColor = wtu.sRGBToLinear(semiTransparentGreenColor); + break; + case gl.RGBA8UI: + // For int and uint textures, TexImageUtils outputs the maximum value (in this case, + // 255) for the alpha channel all the time because of differences in behavior when + // sampling integer textures with and without alpha channels. Since changing this + // behavior may have large impact across the test suite, leave it as is for now. + setAllAlphaChannelsTo1(); + break; + } + + gl.clearColor(0,0,0,1); + gl.clearDepth(1); + + runTest(); + } + + function setCanvasToRedGreen(ctx) { + var width = ctx.canvas.width; + var height = ctx.canvas.height; + var halfHeight = Math.floor(height / 2); + ctx.clearRect(0, 0, width, height); + ctx.fillStyle = "#ff0000"; + ctx.fillRect(0, 0, width, halfHeight); + ctx.fillStyle = "#00ff00"; + ctx.fillRect(0, halfHeight, width, height - halfHeight); + } + + function setCanvasToSemiTransparentRedGreen(ctx) { + var width = ctx.canvas.width; + var height = ctx.canvas.height; + var halfHeight = Math.floor(height / 2); + ctx.clearRect(0, 0, width, height); + ctx.fillStyle = "rgba(127, 0, 0, 0.5)"; + ctx.fillRect(0, 0, width, halfHeight); + ctx.fillStyle = "rgba(0, 127, 0, 0.5)"; + ctx.fillRect(0, halfHeight, width, height - halfHeight); + } + + function drawTextInCanvas(ctx, bindingTarget) { + var width = ctx.canvas.width; + var height = ctx.canvas.height; + ctx.fillStyle = "#ffffff"; + ctx.fillRect(0, 0, width, height); + ctx.font = '20pt Arial'; + ctx.fillStyle = 'black'; + ctx.textAlign = "center"; + ctx.textBaseline = "middle"; + ctx.fillText("1234567890", width / 2, height / 4); + } + + function setCanvasTo257x257(ctx, bindingTarget) { + ctx.canvas.width = 257; + ctx.canvas.height = 257; + setCanvasToRedGreen(ctx); + } + + function setCanvasTo257x257SemiTransparent(ctx, bindingTarget) { + ctx.canvas.width = 257; + ctx.canvas.height = 257; + setCanvasToSemiTransparentRedGreen(ctx); + } + + function setCanvasToMin(ctx, bindingTarget) { + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + // cube map texture must be square. + ctx.canvas.width = 2; + } else { + ctx.canvas.width = 1; + } + ctx.canvas.height = 2; + setCanvasToRedGreen(ctx); + } + + function setCanvasToMinSemiTransparent(ctx, bindingTarget) { + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + // cube map texture must be square. + ctx.canvas.width = 2; + } else { + ctx.canvas.width = 1; + } + ctx.canvas.height = 2; + setCanvasToSemiTransparentRedGreen(ctx); + } + + function runOneIteration(canvas, useTexSubImage2D, flipY, semiTransparent, program, bindingTarget, opt_texture, opt_fontTest) + { + var objType = 'canvas'; + if (canvas.transferToImageBitmap) + objType = 'OffscreenCanvas'; + debug('Testing ' + (useTexSubImage2D ? 'texSubImage2D' : 'texImage2D') + + ' with flipY=' + flipY + ' bindingTarget=' + (bindingTarget == gl.TEXTURE_2D ? 'TEXTURE_2D' : 'TEXTURE_CUBE_MAP') + + ' canvas size: ' + canvas.width + 'x' + canvas.height + + ' source object type: ' + objType + + (opt_fontTest ? " with fonts" : " with" + (semiTransparent ? " semi-transparent" : "") + " red-green")); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + if (!opt_texture) { + var texture = gl.createTexture(); + // Bind the texture to texture unit 0 + gl.bindTexture(bindingTarget, texture); + // Set up texture parameters + gl.texParameteri(bindingTarget, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(bindingTarget, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(bindingTarget, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + } else { + var texture = opt_texture; + } + // Set up pixel store parameters + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); + wtu.failIfGLError(gl, 'gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);'); + var targets = [gl.TEXTURE_2D]; + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + targets = [gl.TEXTURE_CUBE_MAP_POSITIVE_X, + gl.TEXTURE_CUBE_MAP_NEGATIVE_X, + gl.TEXTURE_CUBE_MAP_POSITIVE_Y, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, + gl.TEXTURE_CUBE_MAP_POSITIVE_Z, + gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]; + } + // Upload the image into the texture + for (var tt = 0; tt < targets.length; ++tt) { + // Initialize the texture to black first + if (useTexSubImage2D) { + gl.texImage2D(targets[tt], 0, gl[internalFormat], canvas.width, canvas.height, 0, + gl[pixelFormat], gl[pixelType], null); + gl.texSubImage2D(targets[tt], 0, 0, 0, gl[pixelFormat], gl[pixelType], canvas); + } else { + gl.texImage2D(targets[tt], 0, gl[internalFormat], gl[pixelFormat], gl[pixelType], canvas); + } + } + + var width = gl.canvas.width; + var height = gl.canvas.height; + var halfWidth = Math.floor(width / 2); + var halfHeight = Math.floor(height / 2); + var top = flipY ? 0 : (height - halfHeight); + var bottom = flipY ? (height - halfHeight) : 0; + + var loc; + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + loc = gl.getUniformLocation(program, "face"); + } + + for (var tt = 0; tt < targets.length; ++tt) { + if (bindingTarget == gl.TEXTURE_CUBE_MAP) { + gl.uniform1i(loc, targets[tt]); + } + // Draw the triangles + wtu.clearAndDrawUnitQuad(gl, [0, 255, 0, 255]); + + if (opt_fontTest) { + // check half is a solid color. + wtu.checkCanvasRect( + gl, 0, top, width, halfHeight, + whiteColor, + "should be white"); + // check other half is not a solid color. + wtu.checkCanvasRectColor( + gl, 0, bottom, width, halfHeight, + whiteColor, 0, + function() { + testFailed("font missing"); + }, + function() { + testPassed("font rendered"); + }, + debug); + } else { + var localRed = semiTransparent ? semiTransparentRedColor : redColor; + var localGreen = semiTransparent ? semiTransparentGreenColor : greenColor; + + // Allow a tolerance for premultiplication/unmultiplication, especially for texture + // formats with lower bit depths. + var tolerance = 0; + if (semiTransparent) { + tolerance = 3; + if (pixelType == 'UNSIGNED_SHORT_5_6_5' || internalFormat == 'RGB565') { + tolerance = 6; + } else if (pixelType == 'UNSIGNED_SHORT_4_4_4_4' || internalFormat == 'RGBA4') { + tolerance = 9; + } else if (pixelType == 'UNSIGNED_SHORT_5_5_5_1' || internalFormat == 'RGB5_A1') { + // Semi-transparent values are allowed to convert to either 1 or 0 for this + // single-bit alpha format per OpenGL ES 3.0.5 section 2.1.6.2, "Conversion + // from Floating-Point to Normalized Fixed-Point". Ignore alpha for these + // tests. + tolerance = 6; + localRed = localRed.slice(0, 3); + localGreen = localGreen.slice(0, 3); + } else if (internalFormat == 'RGB10_A2') { + // The alpha channel is too low-resolution for any meaningful comparisons. + localRed = localRed.slice(0, 3); + localGreen = localGreen.slice(0, 3); + } + } + + // Check the top and bottom halves and make sure they have the right color. + debug("Checking " + (flipY ? "top" : "bottom")); + wtu.checkCanvasRect(gl, 0, bottom, width, halfHeight, localRed, + "shouldBe " + localRed, tolerance); + debug("Checking " + (flipY ? "bottom" : "top")); + wtu.checkCanvasRect(gl, 0, top, width, halfHeight, localGreen, + "shouldBe " + localGreen, tolerance); + } + + if (!useTexSubImage2D && pixelFormat == "RGBA") { + if (pixelType == "FLOAT") { + // Attempt to set a pixel in the texture to ensure the texture was + // actually created with floats. Regression test for http://crbug.com/484968 + var pixels = new Float32Array([1000.0, 1000.0, 1000.0, 1000.0]); + gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by floats"); + } else if (pixelType == "HALF_FLOAT_OES" || pixelType == "HALF_FLOAT") { + // Attempt to set a pixel in the texture to ensure the texture was + // actually created with half-floats. Regression test for http://crbug.com/484968 + var halfFloatTenK = 0x70E2; // Half float 10000 + var pixels = new Uint16Array([halfFloatTenK, halfFloatTenK, halfFloatTenK, halfFloatTenK]); + gl.texSubImage2D(targets[tt], 0, 0, 0, 1, 1, gl[pixelFormat], gl[pixelType], pixels); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Texture should be backed by half-floats"); + } + } + } + + if (false) { + var m = wtu.makeImageFromCanvas(gl.canvas); + document.getElementById("console").appendChild(m); + document.getElementById("console").appendChild(document.createElement("hr")); + } + + return texture; + } + + function runTest() + { + var canvas = document.createElement('canvas'); + + var cases = [ + { canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin }, + { canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false }, + { canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false }, + { canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false }, + { canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent }, + { canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false }, + { canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false }, + { canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false }, + { canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasTo257x257 }, + { canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: false }, + { canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: false }, + { canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: false }, + { canvas: canvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasTo257x257SemiTransparent }, + { canvas: canvas, sub: false, flipY: false, semiTransparent: true, font: false }, + { canvas: canvas, sub: true, flipY: true, semiTransparent: true, font: false }, + { canvas: canvas, sub: true, flipY: false, semiTransparent: true, font: false }, + ]; + + // The font tests don't work with ALPHA-only textures since they draw to the color channels. + if (internalFormat != 'ALPHA') { + cases = cases.concat([ + { canvas: canvas, sub: false, flipY: true, semiTransparent: false, font: true, init: drawTextInCanvas }, + { canvas: canvas, sub: false, flipY: false, semiTransparent: false, font: true }, + { canvas: canvas, sub: true, flipY: true, semiTransparent: false, font: true }, + { canvas: canvas, sub: true, flipY: false, semiTransparent: false, font: true }, + ]); + } + + if (window.OffscreenCanvas) { + var offscreenCanvas = new OffscreenCanvas(1, 1); + cases = cases.concat([ + { canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: false, font: false, init: setCanvasToMin }, + { canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: false, font: false }, + { canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: false, font: false }, + { canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: false, font: false }, + { canvas: offscreenCanvas, sub: false, flipY: true, semiTransparent: true, font: false, init: setCanvasToMinSemiTransparent }, + { canvas: offscreenCanvas, sub: false, flipY: false, semiTransparent: true, font: false }, + { canvas: offscreenCanvas, sub: true, flipY: true, semiTransparent: true, font: false }, + { canvas: offscreenCanvas, sub: true, flipY: false, semiTransparent: true, font: false }, + ]); + } + + function runTexImageTest(bindingTarget) { + var program; + if (bindingTarget == gl.TEXTURE_2D) { + program = tiu.setupTexturedQuad(gl, internalFormat); + } else { + program = tiu.setupTexturedQuadWithCubeMap(gl, internalFormat); + } + + return new Promise(function(resolve, reject) { + var count = repeatCount; + var caseNdx = 0; + var texture = undefined; + function runNextTest() { + var c = cases[caseNdx]; + var imageDataBefore = null; + if (c.init) { + c.init(c.canvas.getContext('2d'), bindingTarget); + } + texture = runOneIteration(c.canvas, c.sub, c.flipY, c.semiTransparent, program, bindingTarget, texture, c.font); + // for the first 2 iterations always make a new texture. + if (count < 2) { + gl.deleteTexture(texture); + texture = undefined; + } + ++caseNdx; + if (caseNdx == cases.length) { + caseNdx = 0; + --count; + if (!count) { + resolve("SUCCESS"); + return; + } + } + // While we are working with Canvases, it's really unlikely that + // waiting for composition will change anything here, and it's much + // slower, so just dispatchPromise. If we want to test with composites, + // we should test a more narrow subset of tests. + wtu.dispatchPromise(runNextTest); + } + runNextTest(); + }); + } + + runTexImageTest(gl.TEXTURE_2D).then(function(val) { + runTexImageTest(gl.TEXTURE_CUBE_MAP).then(function(val) { + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); + finishTest(); + }); + }); + } + + return init; +} -- cgit v1.2.3