summaryrefslogtreecommitdiffstats
path: root/testing/web-platform/tests/webcodecs/webgl-test-utils.js
diff options
context:
space:
mode:
authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
commit6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch)
treea68f146d7fa01f0134297619fbe7e33db084e0aa /testing/web-platform/tests/webcodecs/webgl-test-utils.js
parentInitial commit. (diff)
downloadthunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.tar.xz
thunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.zip
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'testing/web-platform/tests/webcodecs/webgl-test-utils.js')
-rw-r--r--testing/web-platform/tests/webcodecs/webgl-test-utils.js321
1 files changed, 321 insertions, 0 deletions
diff --git a/testing/web-platform/tests/webcodecs/webgl-test-utils.js b/testing/web-platform/tests/webcodecs/webgl-test-utils.js
new file mode 100644
index 0000000000..f623a6c986
--- /dev/null
+++ b/testing/web-platform/tests/webcodecs/webgl-test-utils.js
@@ -0,0 +1,321 @@
+// Copyright 2011 The Chromium Authors
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+WebGLTestUtils = (function() {
+ /**
+ * Converts a WebGL enum to a string
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {number} value The enum value.
+ * @return {string} The enum as a string.
+ */
+ var glEnumToString = function(gl, value) {
+ for (var p in gl) {
+ if (gl[p] == value) {
+ return p;
+ }
+ }
+ return '0x' + value.toString(16);
+ };
+
+ var lastError = '';
+
+ /**
+ * Returns the last compiler/linker error.
+ * @return {string} The last compiler/linker error.
+ */
+ var getLastError = function() {
+ return lastError;
+ };
+
+ // clang-format off
+
+ /**
+ * A vertex shader for a single texture.
+ * @type {string}
+ */
+ var simpleTextureVertexShader = [
+ 'attribute vec4 vPosition;', //
+ 'attribute vec2 texCoord0;',
+ 'varying vec2 texCoord;',
+ 'void main() {',
+ ' gl_Position = vPosition;',
+ ' texCoord = texCoord0;',
+ '}'
+ ].join('\n');
+
+ /**
+ * A fragment shader for a single texture.
+ * @type {string}
+ */
+ var simpleTextureFragmentShader = [
+ 'precision mediump float;',
+ 'uniform sampler2D tex;',
+ 'varying vec2 texCoord;',
+ 'void main() {',
+ ' gl_FragData[0] = texture2D(tex, texCoord);',
+ '}'
+ ].join('\n');
+
+ // clang-format on
+
+ /**
+ * Creates a simple texture vertex shader.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @return {!WebGLShader}
+ */
+ var setupSimpleTextureVertexShader = function(gl) {
+ return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER);
+ };
+
+ /**
+ * Creates a simple texture fragment shader.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @return {!WebGLShader}
+ */
+ var setupSimpleTextureFragmentShader = function(gl) {
+ return loadShader(gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER);
+ };
+
+ /**
+ * Creates a program, attaches shaders, binds attrib locations, links the
+ * program and calls useProgram.
+ * @param {!Array.<!WebGLShader>} shaders The shaders to attach .
+ * @param {!Array.<string>} opt_attribs The attribs names.
+ * @param {!Array.<number>} opt_locations The locations for the attribs.
+ */
+ var setupProgram = function(gl, shaders, opt_attribs, opt_locations) {
+ var realShaders = [];
+ var program = gl.createProgram();
+ for (var ii = 0; ii < shaders.length; ++ii) {
+ var shader = shaders[ii];
+ if (typeof shader == 'string') {
+ var element = document.getElementById(shader);
+ if (element) {
+ shader = loadShaderFromScript(gl, shader);
+ } else {
+ shader = loadShader(
+ gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER);
+ }
+ }
+ gl.attachShader(program, shader);
+ }
+ if (opt_attribs) {
+ for (var ii = 0; ii < opt_attribs.length; ++ii) {
+ gl.bindAttribLocation(
+ program, opt_locations ? opt_locations[ii] : ii, opt_attribs[ii]);
+ }
+ }
+ gl.linkProgram(program);
+
+ // Check the link status
+ var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
+ if (!linked) {
+ gl.deleteProgram(program);
+ return null;
+ }
+
+ gl.useProgram(program);
+ return program;
+ };
+
+ /**
+ * Creates a simple texture program.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {number} opt_positionLocation The attrib location for position.
+ * @param {number} opt_texcoordLocation The attrib location for texture
+ * coords.
+ * @return {WebGLProgram}
+ */
+ var setupSimpleTextureProgram = function(
+ gl, opt_positionLocation, opt_texcoordLocation) {
+ opt_positionLocation = opt_positionLocation || 0;
+ opt_texcoordLocation = opt_texcoordLocation || 1;
+ var vs = setupSimpleTextureVertexShader(gl);
+ var fs = setupSimpleTextureFragmentShader(gl);
+ if (!vs || !fs) {
+ return null;
+ }
+ var program = setupProgram(
+ gl, [vs, fs], ['vPosition', 'texCoord0'],
+ [opt_positionLocation, opt_texcoordLocation]);
+ if (!program) {
+ gl.deleteShader(fs);
+ gl.deleteShader(vs);
+ }
+ gl.useProgram(program);
+ return program;
+ };
+
+ /**
+ * Creates buffers for a textured unit quad and attaches them to vertex
+ * attribs.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {number} opt_positionLocation The attrib location for position.
+ * @param {number} opt_texcoordLocation The attrib location for texture
+ * coords.
+ * @return {!Array.<WebGLBuffer>} The buffer objects that were
+ * created.
+ */
+ var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) {
+ opt_positionLocation = opt_positionLocation || 0;
+ opt_texcoordLocation = opt_texcoordLocation || 1;
+ var objects = [];
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array([
+ 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0,
+ -1.0, 0.0, 1.0, -1.0, 0.0
+ ]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(opt_positionLocation);
+ gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
+ objects.push(vertexObject);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array(
+ [1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0]),
+ gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(opt_texcoordLocation);
+ gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0);
+ objects.push(vertexObject);
+ return objects;
+ };
+
+ /**
+ * Creates a program and buffers for rendering a textured quad.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {number} opt_positionLocation The attrib location for position.
+ * @param {number} opt_texcoordLocation The attrib location for texture
+ * coords.
+ * @return {!WebGLProgram}
+ */
+ var setupTexturedQuad = function(
+ gl, opt_positionLocation, opt_texcoordLocation) {
+ var program = setupSimpleTextureProgram(
+ gl, opt_positionLocation, opt_texcoordLocation);
+ setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);
+ return program;
+ };
+
+ /**
+ * Draws a previously setup quad.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {!Array.<number>} opt_color The color to fill clear with before
+ * drawing. A 4 element array where each element is in the range 0 to
+ * 255. Default [255, 255, 255, 255]
+ */
+ var drawQuad = function(gl, opt_color) {
+ opt_color = opt_color || [255, 255, 255, 255];
+ gl.clearColor(
+ opt_color[0] / 255, opt_color[1] / 255, opt_color[2] / 255,
+ opt_color[3] / 255);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+ };
+
+ /**
+ * Links a WebGL program, throws if there are errors.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {!WebGLProgram} program The WebGLProgram to link.
+ * @param {function(string): void) opt_errorCallback callback for errors.
+ */
+ var linkProgram = function(gl, program, opt_errorCallback) {
+ // Link the program
+ gl.linkProgram(program);
+
+ // Check the link status
+ var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
+ if (!linked) {
+ // something went wrong with the link
+ gl.deleteProgram(program);
+ return false;
+ }
+
+ return true;
+ };
+
+ /**
+ * Loads a shader.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {string} shaderSource The shader source.
+ * @param {number} shaderType The type of shader.
+ * @param {function(string): void) opt_errorCallback callback for errors.
+ * @return {!WebGLShader} The created shader.
+ */
+ var loadShader =
+ function(gl, shaderSource, shaderType, opt_errorCallback) {
+ var errFn = opt_errorCallback || (_ => {});
+ // Create the shader object
+ var shader = gl.createShader(shaderType);
+ if (shader == null) {
+ errFn('*** Error: unable to create shader \'' + shaderSource + '\'');
+ return null;
+ }
+
+ // Load the shader source
+ gl.shaderSource(shader, shaderSource);
+ var err = gl.getError();
+ if (err != gl.NO_ERROR) {
+ errFn(
+ '*** Error loading shader \'' + shader +
+ '\':' + glEnumToString(gl, err));
+ return null;
+ }
+
+ // Compile the shader
+ gl.compileShader(shader);
+
+ // Check the compile status
+ var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
+ if (!compiled) {
+ // Something went wrong during compilation; get the error
+ lastError = gl.getShaderInfoLog(shader);
+ errFn('*** Error compiling shader \'' + shader + '\':' + lastError);
+ gl.deleteShader(shader);
+ return null;
+ }
+
+ return shader;
+ }
+
+ /**
+ * Loads shaders from source, creates a program, attaches the shaders and
+ * links.
+ * @param {!WebGLContext} gl The WebGLContext to use.
+ * @param {string} vertexShader The vertex shader.
+ * @param {string} fragmentShader The fragment shader.
+ * @param {function(string): void) opt_errorCallback callback for errors.
+ * @return {!WebGLProgram} The created program.
+ */
+ var loadProgram = function(
+ gl, vertexShader, fragmentShader, opt_errorCallback) {
+ var program = gl.createProgram();
+ gl.attachShader(
+ program,
+ loadShader(gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback));
+ gl.attachShader(
+ program,
+ loadShader(gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback));
+ return linkProgram(gl, program, opt_errorCallback) ? program : null;
+ };
+
+ return {
+ drawQuad: drawQuad,
+ getLastError: getLastError,
+ glEnumToString: glEnumToString,
+ loadProgram: loadProgram,
+ loadShader: loadShader,
+ setupProgram: setupProgram,
+ setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader,
+ setupSimpleTextureProgram: setupSimpleTextureProgram,
+ setupSimpleTextureVertexShader: setupSimpleTextureVertexShader,
+ setupTexturedQuad: setupTexturedQuad,
+ setupUnitQuad: setupUnitQuad,
+ };
+}());