mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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92 lines
3.2 KiB
HTML
92 lines
3.2 KiB
HTML
<!doctype html>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>WebGL Uninitialized GL Resources Tests</title>
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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 src="resources/testrunner.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="canvas" width="2" height="2"> </canvas>
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<script><!--
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description("Tests to check user code cannot access uninitialized data from GL resources.");
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var canvas = document.getElementById("canvas");
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var gl = create3DContext(canvas);
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if (!gl)
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testFailed("Context created.");
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else
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testPassed("Context created.");
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/* object containing all tests in this testsuite */
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var uninitializedTests = {
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"Reading an uninitialized texture should succeed with all bytes set to 0." : function () {
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this._width = 512;
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this._height = 512;
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this._bpp = 4;
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this._expectedDataLength = this._width*this._height*this._bpp;
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this.setup = function () {
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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, gl.RGBA, this._width, this._height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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// this can be quite undeterministic so to improve odds of seeing uninitialized data write bits
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// into tex then delete texture then re-create one with same characteristics (driver will likely reuse mem)
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// with this trick on r59046 WebKit/OSX I get FAIL 100% of the time instead of ~15% of the time.
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var badData = new WebGLUnsignedByteArray(this._expectedDataLength);
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for (var i = 0; i < badData.length; ++i) badData[i] = i % 255;
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this._width, this._height, gl.RGBA, gl.UNSIGNED_BYTE, badData);
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gl.finish(); // make sure it has been uploaded
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gl.deleteTexture(tex);
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gl.finish(); // make sure it has been deleted
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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, gl.RGBA, this._width, this._height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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var fb = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
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this.data = gl.readPixels(0, 0, this._width, this._height, gl.RGBA, gl.UNSIGNED_BYTE);
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};
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this.expects = function () {
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if (this.data.length !== this._expectedDataLength) {
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debug("expected data length " + this._expectedDataLength + " but got " + this.data.length + " instead.");
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return false;
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}
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for (var i = 0; i < this.data.length; ++i)
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if (0 !== this.data[i]) {
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debug("byte at offset " + i + " has value " + this.data[i]);
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return false;
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}
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return true;
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};
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}
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//TODO: uninitialized vertex array buffer
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//TODO: uninitialized vertex elements buffer
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//TODO: uninitialized framebuffer? (implementations would need to do a GL clear at first binding?)
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//TODO: uninitialized renderbuffer? (implementations would need to do a GL clear at first binding?)
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//TODO: uninitialized uniform arrays?
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}
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runTestsuite(uninitializedTests);
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debug("");
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successfullyParsed = true;
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--></script>
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<script src="../resources/js-test-post.js"></script>
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<script>
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</script>
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</body>
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</html>
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