tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
Log | Files | Refs | README | LICENSE

occlusion-query-scissor.html (3465B)


      1 <!--
      2 Copyright (c) 2022 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>WebGL Occlusion Query w/Scissor Conformance Tests</title>
     12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     13 <script src="../../js/js-test-pre.js"></script>
     14 <script src="../../js/webgl-test-utils.js"></script>
     15 </head>
     16 <body>
     17 <div id="description"></div>
     18 <canvas id="canvas" style="width: 50px; height: 50px;"> </canvas>
     19 <div id="console"></div>
     20 <script>
     21 "use strict";
     22 description("This test verifies the functionality of occlusion query objects with the scissor test.");
     23 debug('Regression test for <a href="http://anglebug.com/7157">http://anglebug.com/7157</a>');
     24 
     25 debug("");
     26 
     27 const wtu = WebGLTestUtils;
     28 
     29 const wait = () => new Promise(resolve => setTimeout(resolve));
     30 
     31 async function runOcclusionQueryTest(gl) {
     32    const kSize = 4;
     33    const colors = [
     34      [0, 0, 0, 255],
     35      [255, 0, 0, 255],
     36      [0, 255, 0, 255],
     37      [255, 255, 0, 255],
     38    ];
     39    const framebuffers = colors.map((color, index) => {
     40      const tex = gl.createTexture();
     41      gl.bindTexture(gl.TEXTURE_2D, tex);
     42      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, kSize, kSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
     43 
     44      const fb = gl.createFramebuffer();
     45      gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
     46      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
     47 
     48      gl.clearColor(index & 1, (index >> 1) & 1, (index >> 2) & 1, 1);
     49      gl.clear(gl.COLOR_BUFFER_BIT);
     50 
     51      wtu.checkCanvasRect(gl, 0, 0, kSize, kSize, color);
     52 
     53      return fb;
     54    });
     55 
     56    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup should succeed");
     57 
     58    gl.viewport(0, 0, kSize, kSize);
     59 
     60    const program = wtu.setupSimpleColorProgram(gl, 0);
     61    gl.uniform4f(gl.getUniformLocation(program, "u_color"), 0, 1, 0, 1);
     62    wtu.setupUnitQuad(gl, 0);
     63 
     64    const query = gl.createQuery();;
     65 
     66    for (let i = 0; i < 256; ++i)
     67    {
     68        gl.beginQuery(gl.ANY_SAMPLES_PASSED, query);
     69        let drawn = false;
     70 
     71        framebuffers.forEach((fb, index) => {
     72            gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
     73            const scissor = (i >> 4 >> index) & 1;
     74            if (i & (1 << index))
     75            {
     76                if (scissor)
     77                {
     78                    gl.enable(gl.SCISSOR_TEST);
     79                    gl.scissor(0, 0, 0, 0);
     80                }
     81                wtu.drawUnitQuad(gl);
     82                drawn ||= !scissor;
     83                if (scissor)
     84                {
     85                    gl.disable(gl.SCISSOR_TEST);
     86                    gl.scissor(0, 0, kSize, kSize);
     87                }
     88            }
     89        });
     90 
     91        gl.endQuery(gl.ANY_SAMPLES_PASSED);
     92        wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should draw");
     93 
     94        do {
     95          await wait();
     96        } while (!gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE));
     97 
     98        const result = gl.getQueryParameter(query, gl.QUERY_RESULT);
     99 
    100        const expected = drawn ? 1 : 0;
    101        assertMsg(result === expected, `pass ${i}, result: ${result} === expected: ${expected}`);
    102    }
    103    finishTest();
    104 }
    105 
    106 const canvas = document.getElementById("canvas");
    107 const gl = wtu.create3DContext(canvas, null, 2);
    108 
    109 if (!gl) {
    110    testFailed("WebGL context does not exist");
    111 } else {
    112    testPassed("WebGL context exists");
    113    runOcclusionQueryTest(gl);
    114 }
    115 </script>
    116 </body>
    117 </html>