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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /testing/web-platform/tests/webxr/xrWebGLLayer_framebuffer_draw.https.html | |
parent | Initial commit. (diff) | |
download | firefox-upstream.tar.xz firefox-upstream.zip |
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'testing/web-platform/tests/webxr/xrWebGLLayer_framebuffer_draw.https.html')
-rw-r--r-- | testing/web-platform/tests/webxr/xrWebGLLayer_framebuffer_draw.https.html | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/testing/web-platform/tests/webxr/xrWebGLLayer_framebuffer_draw.https.html b/testing/web-platform/tests/webxr/xrWebGLLayer_framebuffer_draw.https.html new file mode 100644 index 0000000000..eb797cf93a --- /dev/null +++ b/testing/web-platform/tests/webxr/xrWebGLLayer_framebuffer_draw.https.html @@ -0,0 +1,92 @@ +<!DOCTYPE html> +<script src="/resources/testharness.js"></script> +<script src="/resources/testharnessreport.js"></script> +<script src="resources/webxr_util.js"></script> +<script src="resources/webxr_test_constants.js"></script> + +<script> + +let testName = + "Ensure a WebGL layer's framebuffer can only be drawn to inside a XR frame"; + +let fakeDeviceInitParams = TRACKED_IMMERSIVE_DEVICE; + +// Very simple program setup with no error checking. +function setupProgram(gl, vertexSrc, fragmentSrc) { + let program = gl.createProgram(); + + let vertexShader = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vertexShader, vertexSrc); + gl.compileShader(vertexShader); + gl.attachShader(program, vertexShader); + + let fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fragmentShader, fragmentSrc); + gl.compileShader(fragmentShader); + gl.attachShader(program, fragmentShader); + + gl.linkProgram(program); + gl.useProgram(program); + + return program; +} + +let testFunction = + (session, fakeDeviceController, t, sessionObjects) => new Promise((resolve, reject) => { + let gl = sessionObjects.gl; + let webglLayer = sessionObjects.glLayer; + // Setup simple WebGL geometry to draw with. + let program = setupProgram(gl, + "attribute vec4 vPosition; void main() { gl_Position = vPosition; }", + "void main() { gl_FragColor = vec4(1.0,0.0,0.0,1.0); }" + ); + + let vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData( + gl.ARRAY_BUFFER, + new Float32Array([ 0,0.5,0, -0.5,-0.5,0, 0.5,-0.5,0 ]), + gl.STATIC_DRAW); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + let indexObject = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2]), gl.STATIC_DRAW); + + let xrFramebuffer = webglLayer.framebuffer; + + function runDrawTests(expectedError) { + // Make sure we're starting with a clean error slate. + assert_equals(gl.getError(), gl.NO_ERROR); + + gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer); + assert_equals(gl.getError(), gl.NO_ERROR); + + gl.clear(gl.COLOR_BUFFER_BIT); + assert_equals(gl.getError(), gl[expectedError]); + + gl.clear(gl.DEPTH_BUFFER_BIT); + assert_equals(gl.getError(), gl[expectedError]); + + gl.drawArrays(gl.TRIANGLES, 0, 3); + assert_equals(gl.getError(), gl[expectedError]); + + gl.drawElements(gl.TRIANGLES, 3, gl.UNSIGNED_BYTE, 0); + assert_equals(gl.getError(), gl[expectedError]); + } + + // Drawing operations outside of a XR frame should fail. + runDrawTests("INVALID_FRAMEBUFFER_OPERATION"); + + // Drawing operations within a XR frame should succeed. + session.requestAnimationFrame((time, xrFrame) => { + runDrawTests("NO_ERROR"); + resolve(); + }); +}); + +xr_session_promise_test( + testName, testFunction, fakeDeviceInitParams, 'immersive-vr'); + +</script> |