/* 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. */ IterableTest = (function() { var wtu = WebGLTestUtils; function run(test, iterations) { var target = iterations || 10; var count = 0; function doNextTest() { ++count; debug("Test " + count + " of " + target); var success = test(); if (count < target && success !== false) { wtu.dispatchPromise(doNextTest); } else { finishTest(); } } doNextTest(); } // Creates a canvas and a texture then exits. There are // no references to either so both should be garbage collected. function createContextCreationAndDestructionTest() { var textureSize = null; return function() { var canvas = document.createElement("canvas"); // This is safe for any device. See drawingBufferWidth in spec. canvas.width = 2048; canvas.height = 2048; var gl = wtu.create3DContext(canvas); if (textureSize === null) { var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); textureSize = Math.min(1024, maxTextureSize); } var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureSize, textureSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.clear(gl.COLOR_BUFFER_BIT); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); return true; }; } // Creates many small canvases and attaches them to the DOM. // This tests an edge case discovered in Chrome where the creation of multiple // WebGL contexts would eventually lead to context creation failure. // (crbug.com/319265) The test does not require that old contexts remain // valid, only that new ones can be created. function createContextCreationTest() { return function() { var canvas = document.createElement("canvas"); canvas.width = 1; canvas.height = 1; document.body.appendChild(canvas); var gl = wtu.create3DContext(canvas); if (!gl) { return false; } gl.clear(gl.COLOR_BUFFER_BIT); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); return true; }; } // Draws rectangle on a passed canvas with preserveDrawingBuffer // and antialiasing ON, tests rect color on every iteration. function createMultisampleCorruptionTest(gl) { var lastContext = null; // Allocate a read back buffer in advance and reuse it for all iterations // to avoid memory issues because of late garbage collection. var readBackBuf = new Uint8Array(gl.canvas.width * gl.canvas.height * 4); var program = wtu.loadStandardProgram(gl); var uniforms = wtu.getUniformMap(gl, program); gl.useProgram(program); gl.clearColor(1.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); var vertexObject = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,2.5,0, 1.5,1.5,0, 2.5,1.5,0 ]), gl.STATIC_DRAW); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); gl.vertexAttrib3f(1, 0.0, 0.0, 1.0); var identityMat = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); gl.uniformMatrix4fv(uniforms.u_modelViewProjMatrix.location, false, identityMat); function test() { var gl2 = wtu.create3DContext(null, {antialias: true}); gl2.canvas.width = gl2.canvas.height = 1024; gl2.canvas.style.width = gl2.canvas.style.height = "1px"; document.body.appendChild(gl2.canvas); gl2.clearColor(1.0, 0.0, 0.0, 1.0); gl2.clear(gl2.COLOR_BUFFER_BIT); if(lastContext) { gl.drawArrays(gl.TRIANGLES, 0, 3); var msg = "Canvas should be red"; wtu.checkCanvasRectColor(gl, 0, 0, gl.canvas.width, gl.canvas.height, [255, 0, 0, 255], null, function() { testPassed(msg); }, function() { testFailed(msg); return false; }, debug, readBackBuf); document.body.removeChild(lastContext.canvas); } lastContext = gl2; return true; }; // First pass does initialization test(); return test; } // Draws repeatedly to a large canvas with preserveDrawingBuffer enabled to // try and provoke a context loss. function createPreserveDrawingBufferLeakTest(gl) { var contextActive = true; gl.canvas.addEventListener("webglcontextlost", () => { testFailed("Context was lost"); contextActive = false; }); function test() { var x = Math.random() * gl.drawingBufferWidth; var y = Math.random() * gl.drawingBufferHeight; var width = Math.random() * (gl.drawingBufferWidth - x); var height = Math.random() * (gl.drawingBufferHeight - y); gl.enable(gl.SCISSOR_TEST); gl.scissor(x, y, width, height); gl.clearColor(Math.random(), Math.random(), Math.random(), 1.0); gl.clear(gl.COLOR_BUFFER_BIT); wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); return contextActive; }; return test; } return { run: run, createContextCreationAndDestructionTest: createContextCreationAndDestructionTest, createContextCreationTest: createContextCreationTest, createMultisampleCorruptionTest: createMultisampleCorruptionTest, createPreserveDrawingBufferLeakTest: createPreserveDrawingBufferLeakTest }; })();