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| 1 <!DOCTYPE HTML> | 1 <!DOCTYPE HTML> |
| 2 | 2 |
| 3 <!-- READ BEFORE UPDATING: | 3 <!-- READ BEFORE UPDATING: |
| 4 If this test is updated make sure to increment the "revision" value of the | 4 If this test is updated make sure to increment the "revision" value of the |
| 5 associated test in content/test/gpu/gpu_tests/pixel_test_pages.py. This will ens
ure | 5 associated test in content/test/gpu/gpu_tests/pixel_test_pages.py. This will ens
ure |
| 6 that the baseline images are regenerated on the next run. | 6 that the baseline images are regenerated on the next run. |
| 7 --> | 7 --> |
| 8 | 8 |
| 9 <html> | 9 <html> |
| 10 <head> | 10 <head> |
| 11 <title>OffscreenCanvas commit flow on main thread: green square on white backgro
und.</title> | 11 <title>OffscreenCanvas webgl commit flow on main thread: Two Canvases</title> |
| 12 <style type="text/css"> | 12 <style type="text/css"> |
| 13 .nomargin { | 13 .nomargin { |
| 14 margin: 0px auto; | 14 margin: 0px auto; |
| 15 } | 15 } |
| 16 </style> | 16 </style> |
| 17 <script> | 17 <script> |
| 18 /* This pixel test checks the following: |
| 19 1. Whether submission of frames for multiple canvases happen about the same |
| 20 time for OffscreenCanvas.commit() that are invoked in the same JS task. |
| 21 2. Whether overdraw frame in one animation loop is handled well. |
| 22 3. Whether the drawn webgl image is position upright in commit(). |
| 23 4. Drawing to OffscreenCanvas without commit() has no rendering results. |
| 24 |
| 25 Correct end result of this test: The left canvas shows a upright white |
| 26 triangle on a green background and the right canvas shows dark-blue fill. |
| 27 */ |
| 28 |
| 18 var g_swapsBeforeAck = 15; | 29 var g_swapsBeforeAck = 15; |
| 19 var g_frameNumber = 0; | 30 var g_asyncCallbackNumber = 2; |
| 20 var gl; | |
| 21 | 31 |
| 22 function main() | 32 function getOffscreenContext(htmlCanvasId) { |
| 23 { | 33 return document.getElementById(htmlCanvasId).transferControlToOffscreen().getC
ontext("webgl"); |
| 24 var canvas = document.getElementById("c"); | |
| 25 var offscreenCanvas = canvas.transferControlToOffscreen(); | |
| 26 gl = offscreenCanvas.getContext("webgl", {preserveDrawingBuffer: true}); | |
| 27 gl.clearColor(1, 0, 0, 1); | |
| 28 gl.clear(gl.COLOR_BUFFER_BIT); | |
| 29 drawLoop(); | |
| 30 } | 34 } |
| 31 | 35 |
| 32 function drawTriangle() | 36 function startTest() { |
| 33 { | 37 var ctx1 = getOffscreenContext("canvas1"); |
| 34 gl.clearColor(0, 1, 0, 1); | 38 var ctx2 = getOffscreenContext("canvas2"); |
| 35 gl.clear(gl.COLOR_BUFFER_BIT); | |
| 36 | 39 |
| 37 var prog = gl.createProgram(); | 40 ctx1.clearColor(0, 1, 0, 1); |
| 38 var vs = gl.createShader(gl.VERTEX_SHADER); | 41 ctx1.clear(ctx1.COLOR_BUFFER_BIT); |
| 39 gl.shaderSource(vs, ['attribute vec2 pos;', | 42 // The promise returned by this ctx1.commit() must be resolved at |
| 40 'void main() {', | 43 // about the same time as the other ctx2.commit() below as they are in the |
| 41 ' gl_Position = vec4(pos, 0., 1.);', | 44 // same JS task. |
| 42 '}'].join('\n')); | 45 ctx1.commit().then(function() { |
| 43 gl.compileShader(vs); | 46 ctx2.clearColor(0, 0, 1, 1); |
| 44 if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { | 47 ctx2.clear(ctx2.COLOR_BUFFER_BIT); |
| 45 throw 'failed to compiled shader'; | 48 // This ctx2.commit() must happen after the other ctx2.commit() below. |
| 49 ctx2.commit(); |
| 50 if (--g_asyncCallbackNumber == 0) waitForFinish(); |
| 51 }); |
| 52 |
| 53 function drawTriangle(gl) |
| 54 { |
| 55 gl.clearColor(0, 1, 0, 1); |
| 56 gl.clear(gl.COLOR_BUFFER_BIT); |
| 57 |
| 58 var prog = gl.createProgram(); |
| 59 var vs = gl.createShader(gl.VERTEX_SHADER); |
| 60 gl.shaderSource(vs, ['attribute vec2 pos;', |
| 61 'void main() {', |
| 62 ' gl_Position = vec4(pos, 0., 1.);', |
| 63 '}'].join('\n')); |
| 64 gl.compileShader(vs); |
| 65 if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) { |
| 66 throw 'failed to compiled shader'; |
| 67 } |
| 68 gl.attachShader(prog, vs); |
| 69 |
| 70 var fs = gl.createShader(gl.FRAGMENT_SHADER); |
| 71 gl.shaderSource(fs, ['void main() {', |
| 72 ' gl_FragColor = vec4(1.);', |
| 73 '}'].join('\n')); |
| 74 gl.compileShader(fs); |
| 75 if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { |
| 76 throw 'failed to compiled shader'; |
| 77 } |
| 78 gl.attachShader(prog, fs); |
| 79 |
| 80 gl.linkProgram(prog); |
| 81 if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { |
| 82 throw "Could not link the shader program!"; |
| 83 } |
| 84 gl.useProgram(prog); |
| 85 |
| 86 gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); |
| 87 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STA
TIC_DRAW); |
| 88 var attr = gl.getAttribLocation(prog, 'pos'); |
| 89 gl.enableVertexAttribArray(attr); |
| 90 gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); |
| 91 |
| 92 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); |
| 46 } | 93 } |
| 47 gl.attachShader(prog, vs); | |
| 48 | 94 |
| 49 var fs = gl.createShader(gl.FRAGMENT_SHADER); | 95 // Do something complex to ctx2. |
| 50 gl.shaderSource(fs, ['void main() {', | 96 drawTriangle(ctx2); |
| 51 ' gl_FragColor = vec4(1.);', | 97 // This ctx2.commit() must be resolved at about the same time as the first |
| 52 '}'].join('\n')); | 98 // ctx1.commit() above because they are in the same JS task, no matter how |
| 53 gl.compileShader(fs); | 99 // complex the drawing operation is. |
| 54 if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) { | 100 ctx2.commit().then(function() { |
| 55 throw 'failed to compiled shader'; | 101 drawTriangle(ctx1); |
| 56 } | 102 ctx1.commit(); |
| 57 gl.attachShader(prog, fs); | |
| 58 | 103 |
| 59 gl.linkProgram(prog); | 104 // The following clear is never committed |
| 60 if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) { | 105 ctx1.clearColor(1, 0, 0, 1); |
| 61 throw "Could not link the shader program!"; | 106 ctx1.clear(ctx1.COLOR_BUFFER_BIT); |
| 62 } | 107 if (--g_asyncCallbackNumber == 0) waitForFinish(); |
| 63 gl.useProgram(prog); | 108 }); |
| 64 | 109 |
| 65 gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | |
| 66 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-.5,0, 0,.5, .5,0]), gl.STATI
C_DRAW); | |
| 67 var attr = gl.getAttribLocation(prog, 'pos'); | |
| 68 gl.enableVertexAttribArray(attr); | |
| 69 gl.vertexAttribPointer(attr, 2, gl.FLOAT, false, 0, 0); | |
| 70 | |
| 71 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); | |
| 72 } | 110 } |
| 73 | 111 |
| 74 function drawLoop() | 112 function main() { |
| 75 { | 113 startTest(); |
| 76 if (g_frameNumber < 10) { | |
| 77 g_frameNumber++; | |
| 78 // Purposely intersperse overdraw and non-overdraw commit cases to see | |
| 79 // if OffscreenCanvas commit() handles both cases well. | |
| 80 if (0 == g_frameNumber % 2) { | |
| 81 // When promise is used, the next drawLoop() is called after the first | |
| 82 // frame is resolved; therefore there is no overdraw in this case. | |
| 83 gl.commit().then(drawLoop); | |
| 84 } else { | |
| 85 // When the next drawLoop() is invoked regardless the promise resolve | |
| 86 // status of the previous commit(), the frame committed in the next | |
| 87 // drawLoop() is very likely to be overdrawn. | |
| 88 gl.commit(); | |
| 89 drawLoop(); | |
| 90 } | |
| 91 } else { | |
| 92 drawTriangle(); | |
| 93 gl.commit(); | |
| 94 | |
| 95 // The following clear is never committed | |
| 96 gl.clearColor(0, 0, 1, 1); | |
| 97 gl.clear(gl.COLOR_BUFFER_BIT); | |
| 98 | |
| 99 waitForFinish(); | |
| 100 } | |
| 101 } | 114 } |
| 102 | 115 |
| 103 function waitForFinish() | 116 function waitForFinish() |
| 104 { | 117 { |
| 105 if (g_swapsBeforeAck == 0) { | 118 if (g_swapsBeforeAck == 0) { |
| 106 domAutomationController.setAutomationId(1); | 119 domAutomationController.setAutomationId(1); |
| 107 domAutomationController.send("SUCCESS"); | 120 domAutomationController.send("SUCCESS"); |
| 108 } else { | 121 } else { |
| 109 g_swapsBeforeAck--; | 122 g_swapsBeforeAck--; |
| 110 document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; | 123 document.getElementById('container').style.zIndex = g_swapsBeforeAck + 1; |
| 111 window.requestAnimationFrame(waitForFinish); | 124 requestAnimationFrame(waitForFinish); |
| 112 } | 125 } |
| 113 } | 126 } |
| 114 </script> | 127 </script> |
| 115 </head> | 128 </head> |
| 116 <body onload="main()"> | 129 <body onload="main()"> |
| 117 <div style="position:relative; width:300px; height:300px; background-color:white
"> | 130 <div style="position:relative; width:700px; height:300px; background-color:white
"> |
| 118 </div> | 131 </div> |
| 119 <div id="container" style="position:absolute; top:0px; left:0px"> | 132 <div id="container" style="position:absolute; top:0px; left:0px"> |
| 120 <canvas id="c" width="300" height="300" class="nomargin"></canvas> | 133 <canvas id="canvas1" width="300" height="300" class="nomargin"></canvas> |
| 134 <canvas id="canvas2" width="300" height="300" class="nomargin"></canvas> |
| 121 </div> | 135 </div> |
| 122 </body> | 136 </body> |
| 123 </html> | 137 </html> |
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