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Diffstat (limited to 'dom/canvas/test/webgl-mochitest/test_draw.html')
-rw-r--r-- | dom/canvas/test/webgl-mochitest/test_draw.html | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-mochitest/test_draw.html b/dom/canvas/test/webgl-mochitest/test_draw.html new file mode 100644 index 0000000000..b0e2b6ffd2 --- /dev/null +++ b/dom/canvas/test/webgl-mochitest/test_draw.html @@ -0,0 +1,125 @@ +<!DOCTYPE HTML> +<meta http-equiv="content-type" content="text/html; charset=utf-8" /> + +<title>WebGL test: Basic drawing</title> + +<script src="/tests/SimpleTest/SimpleTest.js"></script> +<link rel="stylesheet" href="/tests/SimpleTest/test.css"> +<script src="driver-info.js"></script> +<script src="webgl-util.js"></script> + + +<script id="vs" type="x-shader/x-vertex"> + +attribute vec2 aVertCoord; + +void main(void) { + gl_Position = vec4(aVertCoord, 0.0, 1.0); +} + +</script> +<script id="fs" type="x-shader/x-fragment"> + +precision mediump float; + +void main(void) { + gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); +} + +</script> +<body> +<canvas id="c" width="64" height="64"></canvas> +<script> + +// Give ourselves a scope to return early from: +(function() { + var gl = c.getContext('webgl'); + if (!gl) { + todo(false, 'WebGL is unavailable.'); + return; + } + + gl.disable(gl.DEPTH_TEST); + + var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs'); + if (!prog) { + ok(false, 'Program linking should succeed.'); + return; + } + + prog.aVertCoord = gl.getAttribLocation(prog, "aVertCoord"); + ok(prog.aVertCoord >= 0, '`aVertCoord` should be valid.'); + + function checkGLError(func, info, refValue) { + if (!refValue) + refValue = 0; + + var error = gl.getError(); + func(error == refValue, + '[' + info + '] gl.getError should be 0x' + refValue.toString(16) + + ', was 0x' + error.toString(16) + '.'); + } + + var vertCoordArr = new Float32Array([ + -1, -1, + 1, -1, + -1, 1, + 1, 1, + ]); + var vertCoordBuff = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertCoordBuff); + gl.bufferData(gl.ARRAY_BUFFER, vertCoordArr, gl.STATIC_DRAW); + + var indexArr = new Uint16Array([ + 0, 1, 2, + 3, + ]); + var indexBuff = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuff); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW); + + + function testPixel(x, y, refData, func, infoString) { + var pixel = new Uint8Array(4); + gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); + + var pixelMatches = pixel[0] == refData[0] && + pixel[1] == refData[1] && + pixel[2] == refData[2] && + pixel[3] == refData[3]; + func(pixelMatches, infoString); + } + + function preDraw(info) { + gl.clearColor(1.0, 0.0, 0.0, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + + testPixel(0, 0, [255, 0, 0, 255], ok, '[' + info + '] Should be red before drawing.'); + } + + function postDraw(info) { + testPixel(0, 0, [0, 255, 0, 255], ok, '[' + info + '] Should be green before drawing.'); + } + + gl.useProgram(prog); + gl.enableVertexAttribArray(prog.aVertCoord); + gl.vertexAttribPointer(prog.aVertCoord, 2, gl.FLOAT, false, 0, 0); + + // Start drawing + checkGLError(ok, 'after setup'); + + preDraw('DrawArrays'); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + postDraw('DrawArrays'); + checkGLError(ok, 'after DrawArrays'); + + preDraw('DrawElements'); + gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, 0); + postDraw('DrawElements'); + checkGLError(ok, 'after DrawElements'); + + ok(true, 'Test complete.'); +})(); + +</script> + |