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Bug 1159117 - Test emulation of formats removed in core profiles. r=jgilbert
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@ -38,3 +38,5 @@ skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests
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skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests pass except for one on armv6 tests
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[webgl-mochitest/test_webgl2_invalidate_framebuffer.html]
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skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests pass except for one on armv6 tests
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[webgl-mochitest/test_webgl2_alpha_luminance.html]
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skip-if = toolkit == 'android' #bug 865443- seperate suite - the non_conf* tests pass except for one on armv6 tests
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167
dom/canvas/test/webgl-mochitest/test_webgl2_alpha_luminance.html
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167
dom/canvas/test/webgl-mochitest/test_webgl2_alpha_luminance.html
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@ -0,0 +1,167 @@
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<!DOCTYPE HTML>
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<meta http-equiv="content-type" content="text/html; charset=utf-8" />
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<title>WebGL2 test: Alpha and Luminance Textures</title>
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<script src="/tests/SimpleTest/SimpleTest.js"></script>
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<link rel="stylesheet" href="/tests/SimpleTest/test.css">
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<script src="driver-info.js"></script>
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<script src="webgl-util.js"></script>
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<script id="vs" type="x-shader/x-vertex">
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#version 300 es
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in vec2 aTexCoord;
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out vec2 vTexCoord;
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void main() {
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vec2 pos = vec2(2.0)*aTexCoord - vec2(1.0);
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gl_Position = vec4(pos, 0.0, 1.0);
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vTexCoord = aTexCoord;
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}
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</script>
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<script id="fs-alpha" type="x-shader/x-fragment">
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#version 300 es
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precision mediump float;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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uniform sampler2D uTex;
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bool compare(in vec4 test, in float ref) {
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float lo = (ref - 0.1) / 255.0;
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float hi = (ref + 0.1) / 255.0;
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return (test.rgb == vec3(0) &&
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lo < test.a && test.a < hi);
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}
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void main() {
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vec4 tex = texture(uTex, vTexCoord);
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oFragColor = compare(tex, 128) ? vec4(0.0, 1.0, 0.0, 1.0)
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: vec4(1.0, 0.0, 0.0, 1.0);
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}
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</script>
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<script id="fs-lum" type="x-shader/x-fragment">
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#version 300 es
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precision mediump float;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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uniform sampler2D uTex;
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bool compare(vec4 test, float ref) {
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float lo = (ref - 0.1) / 255.0;
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float hi = (ref + 0.1) / 255.0;
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return (lo < test.r && test.r < hi &&
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lo < test.g && test.g < hi &&
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lo < test.b && test.b < hi &&
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test.a == 1);
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}
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void main() {
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vec4 tex = texture(uTex, vTexCoord);
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oFragColor = compare(tex, 128) ? vec4(0.0, 1.0, 0.0, 1.0)
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: vec4(1.0, 0.0, 0.0, 1.0);
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}
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</script>
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<script id="fs-lumalpha" type="x-shader/x-fragment">
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#version 300 es
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precision mediump float;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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uniform sampler2D uTex;
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bool compare(in vec4 test, in float ref) {
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float lo = (ref - 0.1) / 255.0;
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float hi = (ref + 0.1) / 255.0;
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return (lo < test.r && test.r < hi &&
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lo < test.g && test.g < hi &&
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lo < test.b && test.b < hi &&
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lo < test.a && test.a < hi);
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}
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void main() {
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vec4 tex = texture(uTex, vTexCoord);
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oFragColor = compare(tex, 128) ? vec4(0.0, 1.0, 0.0, 1.0)
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: vec4(1.0, 0.0, 0.0, 1.0);
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}
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</script>
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<body>
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<canvas id="c" width="32" height="32"></canvas>
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<script>
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WebGLUtil.withWebGL2('c', function(gl) {
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function testPixel(x, y, refData, func, infoString) {
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var pixel = new Uint8Array(4);
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gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
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var pixelMatches = (pixel[0] == refData[0] &&
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pixel[1] == refData[1] &&
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pixel[2] == refData[2] &&
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pixel[3] == refData[3]);
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func(pixelMatches, infoString);
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}
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function testTexture(details) {
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var prog = WebGLUtil.createProgramByIds(gl, 'vs', details.frag);
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if (!prog) {
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ok(false, 'Program linking should succeed.');
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return false;
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}
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prog.aTexCoord = gl.getAttribLocation(prog, "aTexCoord");
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ok(prog.aTexCoord >= 0, '`aTexCoord` should be valid.');
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, details.format, 2, 2, 0,
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details.format, gl.UNSIGNED_BYTE, details.pixels);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.useProgram(prog);
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gl.vertexAttribPointer(prog.aTexCoord, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(prog.aTexCoord);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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testPixel(0, 0, [0, 255, 0, 255], ok, 'Should be green after drawing.');
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return true;
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}
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gl.disable(gl.DEPTH_TEST);
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var vertData = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertData);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0, 0, 1, 0, 0, 1, 1, 1 ]), gl.STATIC_DRAW);
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gl.clearColor(0, 0, 1, 1);
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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var details = [
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{ frag: 'fs-alpha', format: gl.ALPHA, pixels: new Uint8Array([ 128, 128, 128, 128 ]) },
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{ frag: 'fs-lum', format: gl.LUMINANCE, pixels: new Uint8Array([ 128, 128, 128, 128 ]) },
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{ frag: 'fs-lumalpha', format: gl.LUMINANCE_ALPHA, pixels: new Uint8Array([ 128, 128, 128, 128, 128, 128, 128, 128 ]) }
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];
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for (var i = 0; i < details.length; i++) {
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if (!testTexture(details[i])) {
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return;
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}
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}
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ok(true, 'Test complete.');
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}, function() {
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SimpleTest.finish();
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});
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SimpleTest.waitForExplicitFinish();
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</script>
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