mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
317 lines
10 KiB
HTML
317 lines
10 KiB
HTML
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<!--
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Copyright (c) 2010 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<html>
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<head>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/js-test-pre.js"></script>
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<script src="resources/webgl-test.js"></script>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec3 pos;
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attribute vec4 colorIn;
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varying vec4 color;
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void main()
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{
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color = colorIn;
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gl_Position = vec4(pos.xyz, 1.0);
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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varying vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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</script>
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<script>
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var successfullyParsed = false;
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// These four declarations need to be global for "shouldBe" to see them
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var webGL = null;
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var contextAttribs = null;
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var pixel = [0, 0, 0, 1];
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var correctColor = null;
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function init()
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{
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if (window.initNonKhronosFramework) {
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window.initNonKhronosFramework(true);
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}
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description('Verify WebGLContextAttributes are working as specified, including alpha, depth, stencil, antialias, but not premultipliedAlpha');
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runTest();
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}
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function getWebGL(canvasName, contextAttribs, clearColor, clearDepth, clearStencil)
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{
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var canvas = document.getElementById(canvasName);
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var gl = canvas.getContext("experimental-webgl", contextAttribs);
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if (!gl) {
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alert("No WebGL context found");
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return null;
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}
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var actualContextAttribs = gl.getContextAttributes();
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// Add a console
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gl.console = ("console" in window) ? window.console : { log: function() { } };
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// create our shaders
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var vertexShader = loadShader(gl, "vshader");
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var fragmentShader = loadShader(gl, "fshader");
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if (!vertexShader || !fragmentShader)
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return null;
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// Create the program object
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gl.program = gl.createProgram();
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if (!gl.program)
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return null;
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// Attach our two shaders to the program
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gl.attachShader(gl.program, vertexShader);
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gl.attachShader(gl.program, fragmentShader);
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// Bind attributes
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var attribs = [ "pos", "colorIn" ];
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for (var i in attribs)
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gl.bindAttribLocation(gl.program, i, attribs[i]);
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// Link the program
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gl.linkProgram(gl.program);
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// Check the link status
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var linked = gl.getProgramParameter(gl.program, gl.LINK_STATUS);
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if (!linked) {
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// something went wrong with the link
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var error = gl.getProgramInfoLog (gl.program);
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gl.console.log("Error in program linking:"+error);
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gl.deleteProgram(gl.program);
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gl.deleteProgram(fragmentShader);
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gl.deleteProgram(vertexShader);
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return null;
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}
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gl.useProgram(gl.program);
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gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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gl.clearDepth(clearDepth);
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gl.clearStencil(clearStencil);
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gl.enable(gl.DEPTH_TEST);
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gl.enable(gl.STENCIL_TEST);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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return gl;
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}
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function drawAndReadPixel(gl, vertices, colors, x, y)
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{
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var colorOffset = vertices.byteLength;
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var vbo = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, colorOffset + colors.byteLength, gl.STATIC_DRAW);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
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gl.bufferSubData(gl.ARRAY_BUFFER, colorOffset, colors);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, colorOffset);
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gl.enableVertexAttribArray(1);
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gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3);
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var buf = new Uint8Array(1 * 1 * 4);
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gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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return buf;
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}
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function testAlpha(alpha)
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{
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debug("Testing alpha = " + alpha);
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if (alpha)
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shouldBeNonNull("webGL = getWebGL('alphaOn', { alpha: true, depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 0 ], 1, 0)");
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else
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shouldBeNonNull("webGL = getWebGL('alphaOff', { alpha: false, depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 0 ], 1, 0)");
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shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
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shouldBe("contextAttribs.alpha", (alpha ? "true" : "false"));
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shouldBe("contextAttribs.depth", "false");
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shouldBe("contextAttribs.stencil", "false");
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shouldBe("contextAttribs.antialias", "false");
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shouldBe("contextAttribs.premultipliedAlpha", "true");
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var buf = new Uint8Array(1 * 1 * 4);
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webGL.readPixels(0, 0, 1, 1, webGL.RGBA, webGL.UNSIGNED_BYTE, buf);
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pixel[0] = buf[0];
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pixel[1] = buf[1];
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pixel[2] = buf[2];
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pixel[3] = buf[3];
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correctColor = (alpha ? [0, 0, 0, 0] : [0, 0, 0, 255]);
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shouldBe("pixel", "correctColor");
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}
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function testDepth(depth)
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{
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debug("Testing depth = " + depth);
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if (depth)
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shouldBeNonNull("webGL = getWebGL('depthOn', { stencil: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
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else
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shouldBeNonNull("webGL = getWebGL('depthOff', { depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
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shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
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shouldBe("contextAttribs.depth", (depth ? "true" : "false"));
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shouldBe("contextAttribs.alpha", "true");
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shouldBe("contextAttribs.stencil", "false");
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shouldBe("contextAttribs.antialias", "false");
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shouldBe("contextAttribs.premultipliedAlpha", "true");
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webGL.depthFunc(webGL.NEVER);
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var vertices = new WebGLFloatArray([
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1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, -1.0, 0.0]);
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var colors = new WebGLUnsignedByteArray([
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255]);
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var buf = drawAndReadPixel(webGL, vertices, colors, 0, 0);
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pixel[0] = buf[0];
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pixel[1] = buf[1];
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pixel[2] = buf[2];
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pixel[3] = buf[3];
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correctColor = (depth ? [0, 0, 0, 255] : [255, 0, 0, 255]);
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shouldBe("pixel", "correctColor");
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}
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function testStencil(stencil)
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{
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debug("Testing stencil = " + stencil);
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if (stencil)
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shouldBeNonNull("webGL = getWebGL('stencilOn', { depth: false, stencil: true, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
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else
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shouldBeNonNull("webGL = getWebGL('stencilOff', { depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
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shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
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// If EXT_packed_depth_stencil is supported, both depth & stencil will be true; otherwise, both will be false.
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shouldBe("contextAttribs.depth == contextAttribs.stencil", "true");
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shouldBe("contextAttribs.alpha", "true");
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shouldBe("contextAttribs.antialias", "false");
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shouldBe("contextAttribs.premultipliedAlpha", "true");
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webGL.depthFunc(webGL.ALWAYS);
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webGL.stencilFunc(webGL.NEVER, 1, 1);
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webGL.stencilOp(webGL.KEEP, webGL.KEEP, webGL.KEEP);
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var vertices = new WebGLFloatArray([
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1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, -1.0, 0.0]);
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var colors = new WebGLUnsignedByteArray([
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255]);
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var buf = drawAndReadPixel(webGL, vertices, colors, 0, 0);
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pixel[0] = buf[0];
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pixel[1] = buf[1];
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pixel[2] = buf[2];
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pixel[3] = buf[3];
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correctColor = (stencil ? [0, 0, 0, 255] : [255, 0, 0, 255]);
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// If stencil is requested but not supported, we fake the effect.
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if (stencil && !contextAttribs.stencil)
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pixel[0] = 0;
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shouldBe("pixel", "correctColor");
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}
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function testAntialias(antialias)
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{
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debug("Testing antialias = " + antialias);
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if (antialias)
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shouldBeNonNull("webGL = getWebGL('antialiasOn', { depth: false, stencil: false, alpha: false, antialias: true }, [ 0, 0, 0, 1 ], 1, 0)");
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else
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shouldBeNonNull("webGL = getWebGL('antialiasOff', { depth: false, stencil: false, alpha: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
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shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
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shouldBe("contextAttribs.depth", "false");
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shouldBe("contextAttribs.stencil", "false");
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shouldBe("contextAttribs.alpha", "false");
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shouldBe("contextAttribs.antialias == true || contextAttribs.antialias == false", "true");
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shouldBe("contextAttribs.premultipliedAlpha", "true");
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var vertices = new WebGLFloatArray([
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1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0]);
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var colors = new WebGLUnsignedByteArray([
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255, 0, 0, 255,
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255, 0, 0, 255,
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255, 0, 0, 255]);
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var buf = drawAndReadPixel(webGL, vertices, colors, 0, 0);
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pixel[0] = buf[0];
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// If antialias is requested but not supported, we fake the effect.
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if (antialias && !contextAttribs.antialias)
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pixel[0] = 127;
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shouldBe("pixel[0] == 255 || pixel[0] == 0", (antialias ? "false" : "true"));
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}
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function runTest()
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{
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testAlpha(true);
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testAlpha(false);
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testDepth(true);
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testDepth(false);
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testStencil(true);
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testStencil(false);
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testAntialias(true);
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testAntialias(false);
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successfullyParsed = true;
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var epilogue = document.createElement("script");
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epilogue.onload = finish;
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epilogue.src = "../resources/js-test-post.js";
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document.body.appendChild(epilogue);
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}
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function finish() {
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if (window.nonKhronosFrameworkNotifyDone) {
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window.nonKhronosFrameworkNotifyDone();
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}
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}
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</script>
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</head>
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<body onload="init()">
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<canvas id="alphaOn" width="1px" height="1px"></canvas>
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<canvas id="alphaOff" width="1px" height="1px"></canvas>
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<canvas id="depthOn" width="1px" height="1px"></canvas>
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<canvas id="depthOff" width="1px" height="1px"></canvas>
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<canvas id="stencilOn" width="1px" height="1px"></canvas>
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<canvas id="stencilOff" width="1px" height="1px"></canvas>
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<canvas id="antialiasOn" width="2px" height="2px"></canvas>
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<canvas id="antialiasOff" width="2px" height="2px"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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</body>
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</html>
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