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rasterizer-discard-and-implicit-clear.html (5031B)


      1 <!--
      2 Copyright (c) 2020 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>RASTERIZER_DISCARD doesn't affect implicit clears</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 <script id="vshader" type="x-shader/x-vertex">#version 300 es
     16 layout(location=0) in vec2 vPosition;
     17 uniform float xTranslation;
     18 void main(void) {
     19  gl_Position = vec4(vPosition[0] + xTranslation, vPosition[1], 0.0, 1.0);
     20 }
     21 </script>
     22 <script id="fshader" type="x-shader/x-fragment">#version 300 es
     23 precision mediump float;
     24 uniform vec4 color;
     25 out vec4 outColor;
     26 void main() {
     27  outColor = color;
     28 }
     29 </script>
     30 </head>
     31 <body>
     32 <canvas id="example"></canvas>
     33 <div id="description"></div>
     34 <div id="console"></div>
     35 <script>
     36 "use strict";
     37 debug("");
     38 
     39 description("Enabling RASTERIZER_DISCARD should not affect implicit clears");
     40 
     41 const wtu = WebGLTestUtils;
     42 const canvas = document.getElementById("example");
     43 const sz = canvas.width = canvas.height = 256;
     44 const gl = wtu.create3DContext(canvas, undefined, 2);
     45 const NUM_FRAMES = 15;
     46 let framesToGo = NUM_FRAMES;
     47 let xTranslationLoc;
     48 let colorLoc;
     49 const positionLocation = 0;
     50 const red = [ 1.0, 0.0, 0.0, 1.0 ];
     51 const green = [ 0.0, 1.0, 0.0, 1.0 ];
     52 const transparentBlackRender = [ 0, 0, 0, 0 ];
     53 const greenRender = [ 0, 255, 0, 255 ];
     54 
     55 if (!gl) {
     56    testFailed("WebGL context creation failed");
     57    finishTest();
     58 } else {
     59    testPassed("WebGL context creation succeeded");
     60    runDrawTest();
     61 }
     62 
     63 function runDrawTest() {
     64    debug("Verify that draws with rasterizer discard enabled do not interfere with implicit clears");
     65    let prog = wtu.loadProgramFromScript(gl, "vshader", "fshader");
     66    gl.useProgram(prog);
     67    xTranslationLoc = gl.getUniformLocation(prog, "xTranslation");
     68    colorLoc = gl.getUniformLocation(prog, "color");
     69    let leftRectBuffer = gl.createBuffer();
     70    gl.enableVertexAttribArray(positionLocation);
     71    gl.bindBuffer(gl.ARRAY_BUFFER, leftRectBuffer);
     72    // Create a rectangle covering the left half of the viewport, in
     73    // normalized device coordinates.
     74    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
     75         0.0,  1.0,
     76        -1.0,  1.0,
     77        -1.0, -1.0,
     78         0.0,  1.0,
     79        -1.0, -1.0,
     80         0.0, -1.0]), gl.STATIC_DRAW);
     81    gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
     82    requestAnimationFrame(renderDrawTestFrame);
     83 }
     84 
     85 function renderDrawTestFrame() {
     86    // Animation is required in order to expose this bug. When it
     87    // occurs, the rectangle leaves trails behind it.
     88    gl.uniform1f(xTranslationLoc, 0.0);
     89    gl.enable(gl.RASTERIZER_DISCARD);
     90    gl.uniform4fv(colorLoc, red);
     91    gl.drawArrays(gl.TRIANGLES, 0, 6);
     92    gl.disable(gl.RASTERIZER_DISCARD);
     93 
     94    // Animate the rectangle from the left to the right half of the viewport.
     95    gl.uniform1f(xTranslationLoc, (NUM_FRAMES - framesToGo) / NUM_FRAMES);
     96    // Draw the last frame with green so any (incorrect) trails are visibly red.
     97    if (framesToGo == 0)
     98        gl.uniform4fv(colorLoc, green);
     99    gl.drawArrays(gl.TRIANGLES, 0, 6);
    100 
    101    if (framesToGo-- == 0) {
    102        // The left half of the canvas should be transparent black,
    103        // which comes from the implicit clear just before drawing the
    104        // rectangle without rasterizer discard enabled.
    105        wtu.checkCanvasRect(gl, 0, 0, sz / 2, sz, transparentBlackRender, "left half of canvas should be clear", 3);
    106        // The right half of the canvas should be solid green, from
    107        // the last render of the translated rectangle.
    108        wtu.checkCanvasRect(gl, sz / 2, 0, sz / 2, sz, greenRender, "right half of canvas should be green", 3);
    109        runReadPixelsTest();
    110    } else {
    111        requestAnimationFrame(renderDrawTestFrame);
    112    }
    113 }
    114 
    115 function runReadPixelsTest() {
    116    debug("Verify that readPixels with rasterizer discard enabled receives implicitly cleared data");
    117    framesToGo = NUM_FRAMES;  // Reset state.
    118    // Clear to transparent black.
    119    gl.clearColor(0.0, 0.0, 0.0, 0.0);
    120    gl.clear(gl.COLOR_BUFFER_BIT);
    121    // Start with rasterizer discard enabled.
    122    gl.enable(gl.RASTERIZER_DISCARD);
    123    requestAnimationFrame(renderReadPixelsTestFrame);
    124 }
    125 
    126 function renderReadPixelsTestFrame() {
    127    // Rasterizer discard is enabled at the beginning of this test.
    128 
    129    // The canvas should always contain transparent black at the beginning of the frame.
    130    wtu.checkCanvasRect(gl, 0, 0, sz, sz, transparentBlackRender, undefined, 3);
    131 
    132    gl.disable(gl.RASTERIZER_DISCARD);
    133    // Clear to red.
    134    gl.clearColor(1.0, 0.0, 0.0, 1.0);
    135    gl.clear(gl.COLOR_BUFFER_BIT);
    136    // Enable rasterizer discard again.
    137    gl.enable(gl.RASTERIZER_DISCARD);
    138 
    139    if (--framesToGo == 0) {
    140        finishTest();
    141    } else {
    142        requestAnimationFrame(renderReadPixelsTestFrame);
    143    }
    144 }
    145 
    146 </script>
    147 
    148 </body>
    149 </html>