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Side by Side Diff: content/test/data/gpu/pixel_webgl_util.js

Issue 1805673003: Re-enable IOSurface Canvas2D. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@temp94_texture_size
Patch Set: Comments from kbr. Created 4 years, 9 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 //
5 // READ BEFORE UPDATING:
6 // If this file is updated, make sure to increment the "revision" value of any
7 // tests that use this file in content/test/gpu/page_sets/pixel_tests.py. This
8 // will ensure that the baseline images are regenerated on the next run.
9
10 var vertexShader = [
11 "attribute vec3 pos;",
12 "void main(void)",
13 "{",
14 " gl_Position = vec4(pos, 1.0);",
15 "}"
16 ].join("\n");
17
18 var fragmentShader = [
19 "precision mediump float;",
20 "void main(void)",
21 "{",
22 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);",
23 "}"
24 ].join("\n");
25
26 function initGL(canvas)
27 {
28 var gl = null;
29 try {
30 gl = canvas.getContext("experimental-webgl");
31 } catch (e) {}
32 if (!gl) {
33 try {
34 gl = canvas.getContext("webgl");
35 } catch (e) { }
36 }
37 return gl;
38 }
39
40 function setupShader(gl, source, type) {
41 var shader = gl.createShader(type);
42 gl.shaderSource(shader, source);
43 gl.compileShader(shader);
44 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
45 return null;
46 return shader;
47 }
48
49 function setupProgram(gl, vs_id, fs_id) {
50 var vs = setupShader(gl, vertexShader, gl.VERTEX_SHADER);
51 var fs = setupShader(gl, fragmentShader, gl.FRAGMENT_SHADER);
52 if (!vs || !fs)
53 return null;
54 var program = gl.createProgram();
55 gl.attachShader(program, vs);
56 gl.attachShader(program, fs);
57 gl.linkProgram(program);
58 if (!gl.getProgramParameter(program, gl.LINK_STATUS))
59 return null;
60 gl.useProgram(program);
61 return program;
62 }
63
64 function setupBuffer(gl) {
65 var buffer = gl.createBuffer();
66 gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
67 var vertexData = [
68 0.0, 0.6, 0.0, // Vertex 1 position
69 -0.6, -0.6, 0.0, // Vertex 2 position
70 0.6, -0.6, 0.0, // Vertex 3 position
71 ];
72 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
73 }
74
75 function setup(gl) {
76 var program = setupProgram(gl, "shader-vs", "shader-fs");
77 if (!program)
78 return false;
79 var posAttr = gl.getAttribLocation(program, "pos");
80 gl.enableVertexAttribArray(posAttr);
81 setupBuffer(gl);
82 var stride = 3 * Float32Array.BYTES_PER_ELEMENT;
83 gl.vertexAttribPointer(posAttr, 3, gl.FLOAT, false, stride, 0);
84 gl.clearColor(0.0, 0.0, 0.0, 0.0);
85 gl.viewport(0, 0, 200, 200);
86 gl.disable(gl.DEPTH_TEST);
87 if (gl.getError() != gl.NO_ERROR)
88 return false;
89 return true;
90 }
91
92 function drawTriangle(gl) {
93 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
94 gl.drawArrays(gl.TRIANGLES, 0, 3);
95 }
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