Bug 1280508 - Add regression test. - r=jrmuizel

MozReview-Commit-ID: B4DimyTYdoc
This commit is contained in:
Jeff Gilbert 2016-06-06 14:14:06 -07:00
Родитель ebc76ad30d
Коммит a2a360130b
3 изменённых файлов: 145 добавлений и 2 удалений

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@ -9,8 +9,8 @@ TEST_DIRS += [
'gtest'
]
# Change the following line to avoid bug 1081323 (clobber after changing a manifest):
# Add test for webglcontextcreationerror.
# Change the following line(s) to avoid bug 1081323 (clobber after changing a manifest):
# * Add a regression test for triangle-then-point rendering.
MOCHITEST_MANIFESTS += [
'test/crash/mochitest.ini',

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@ -46,6 +46,9 @@ fail-if = (os == 'android') || (os == 'win' && os_version == '5.1')
[ensure-exts/test_common.html]
[regress/test_bug_1268096.html]
[test_backends.html]
[test_backbuffer_channels.html]
fail-if = (os == 'b2g')

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@ -0,0 +1,140 @@
<!DOCTYPE HTML>
<html>
<head>
<meta charset='UTF-8'/>
<script src='/tests/SimpleTest/SimpleTest.js'></script>
<link rel='stylesheet' href='/tests/SimpleTest/test.css'>
<script src='../webgl-util.js'></script>
<script id='vs' type='x-shader/x-vertex'>
attribute vec2 aPosition;
void main(void) {
gl_PointSize = 16.0;
gl_Position = vec4(aPosition, 0, 1);
}
</script>
<script id='fs' type='x-shader/x-fragment'>
precision mediump float;
uniform vec4 uColor;
void main(void) {
gl_FragColor = uColor;
}
</script>
</head>
<body>
<script>
function GetPixel(gl, x, y) {
var pixel = new Uint8Array(4);
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
return pixel;
}
function ColorStr(arr) {
return '{' + arr.map(function(x) { return '' + x; }).join(', ') + '}';
}
function PixelShouldBe(gl, x, y, ref, prefix) {
if (prefix) {
prefix += ': ';
}
var test = GetPixel(gl, x, y);
var testStr = ColorStr(test);
var refStr = ColorStr(ref.map(x => x * 255));
ok(testStr == refStr, prefix + 'Should be ' + refStr + ', was ' + testStr + '.');
}
function GetProgram(gl) {
var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
prog.aPosition = gl.getAttribLocation(prog, 'aPosition');
ok(prog.aPosition >= 0, '`aPosition` should be valid.');
prog.uColor = gl.getUniformLocation(prog, 'uColor');
ok(prog.uColor, '`uColor` should be valid.');
return prog;
}
// Give ourselves a scope to return early from:
(function () {
var c = document.createElement('canvas');
document.body.appendChild(c);
var gl = c.getContext('webgl', { depth: false, antialias: false });
if (!gl) {
todo(false, 'WebGL is unavailable.');
return;
}
////////
// With default culling, it works fine.
// The problem seems to be that the virtual quads generated from points are wound 'backwards'.
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK); // Cull back faces.
////////
var vertArr = new Float32Array([
-1, -1,
+1, -1,
-1, +1,
]);
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, vertArr, gl.STATIC_DRAW);
////////
var triProg = GetProgram(gl);
var pointProg = GetProgram(gl);
if (!triProg || !pointProg) {
ok(false, 'Program linking should succeed.');
return;
}
ok(triProg.aPosition == pointProg.aPosition, 'aPosition should match.');
gl.enableVertexAttribArray(triProg.aPosition);
gl.vertexAttribPointer(triProg.aPosition, 2, gl.FLOAT, false, 0, 0);
////////
gl.useProgram(triProg);
var triColor = [1, 0, 0, 1];
gl.uniform4fv(triProg.uColor, triColor);
gl.useProgram(pointProg);
var pointColor = [0, 1, 0, 1];
gl.uniform4fv(pointProg.uColor, pointColor);
////////
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(triProg);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.useProgram(pointProg);
gl.drawArrays(gl.POINTS, 0, 3);
////////
PixelShouldBe(gl, 32, 32, triColor, 'Tri');
PixelShouldBe(gl, 0, 0, pointColor, 'Point');
ok(true, 'Test complete');
})();
</script>
</body>
</html>