зеркало из https://github.com/mozilla/gecko-dev.git
Bug 985685 - Test that basic DrawArrays/Elements works. - r=kamidphish
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Коммит
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@ -4,6 +4,7 @@ support-files =
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webgl-util.js
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[test_depth_readpixels.html]
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[test_draw.html]
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[test_fb_param.html]
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[test_fb_param_crash.html]
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[test_highp_fs.html]
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@ -0,0 +1,131 @@
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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>WebGL test: Basic drawing</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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attribute vec2 aVertCoord;
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void main(void) {
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gl_Position = vec4(aVertCoord, 0.0, 1.0);
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}
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</script>
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<script id="fs" type="x-shader/x-fragment">
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precision mediump float;
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void main(void) {
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gl_FragColor = vec4(0.0, 1.0, 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="64" height="64"></canvas>
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<script>
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// Give ourselves a scope to return early from:
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(function() {
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var gl = WebGLUtil.getWebGL('c');
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if (!gl) {
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todo(false, 'WebGL is unavailable.');
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return;
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}
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function errorFunc(str) {
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ok(false, 'Error: ' + str);
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}
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WebGLUtil.setErrorFunc(errorFunc);
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WebGLUtil.setWarningFunc(errorFunc);
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gl.disable(gl.DEPTH_TEST);
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var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
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if (!prog) {
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ok(false, 'Program linking should succeed.');
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return;
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}
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prog.aVertCoord = gl.getAttribLocation(prog, "aVertCoord");
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ok(prog.aVertCoord >= 0, '`aVertCoord` should be valid.');
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function checkGLError(func, info, refValue) {
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if (!refValue)
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refValue = 0;
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var error = gl.getError();
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func(error == refValue,
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'[' + info + '] gl.getError should be 0x' + refValue.toString(16) +
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', was 0x' + error.toString(16) + '.');
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}
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var vertCoordArr = new Float32Array([
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-1, -1,
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1, -1,
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-1, 1,
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1, 1,
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]);
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var vertCoordBuff = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertCoordBuff);
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gl.bufferData(gl.ARRAY_BUFFER, vertCoordArr, gl.STATIC_DRAW);
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var indexArr = new Uint16Array([
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0, 1, 2,
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3,
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]);
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var indexBuff = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuff);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indexArr, gl.STATIC_DRAW);
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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 preDraw(info) {
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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testPixel(0, 0, [255, 0, 0, 255], ok, '[' + info + '] Should be red before drawing.');
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}
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function postDraw(info) {
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testPixel(0, 0, [0, 255, 0, 255], ok, '[' + info + '] Should be green before drawing.');
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}
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gl.useProgram(prog);
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gl.enableVertexAttribArray(prog.aVertCoord);
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gl.vertexAttribPointer(prog.aVertCoord, 2, gl.FLOAT, false, 0, 0);
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// Start drawing
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checkGLError(ok, 'after setup');
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preDraw('DrawArrays');
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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postDraw('DrawArrays');
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checkGLError(ok, 'after DrawArrays');
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preDraw('DrawElements');
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gl.drawElements(gl.TRIANGLE_STRIP, 4, gl.UNSIGNED_SHORT, 0);
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postDraw('DrawElements');
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checkGLError(ok, 'after DrawElements');
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ok(true, 'Test complete.');
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})();
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</script>
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