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Unified Diff: conformance/context/context-attributes-alpha-depth-stencil-antialias.html

Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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Index: conformance/context/context-attributes-alpha-depth-stencil-antialias.html
===================================================================
--- conformance/context/context-attributes-alpha-depth-stencil-antialias.html (revision 0)
+++ conformance/context/context-attributes-alpha-depth-stencil-antialias.html (revision 0)
@@ -0,0 +1,245 @@
+<!--
+Copyright (c) 2011 The Chromium Authors. All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../resources/js-test-pre.js"></script>
+<script src="../resources/webgl-test.js"></script>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec3 pos;
+attribute vec4 colorIn;
+varying vec4 color;
+
+void main()
+{
+ color = colorIn;
+ gl_Position = vec4(pos.xyz, 1.0);
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+</script>
+
+<script>
+var successfullyParsed = false;
+
+// These four declarations need to be global for "shouldBe" to see them
+var webGL = null;
+var contextAttribs = null;
+var pixel = [0, 0, 0, 1];
+var correctColor = null;
+var value;
+
+function init()
+{
+ if (window.initNonKhronosFramework) {
+ window.initNonKhronosFramework(true);
+ }
+
+ description('Verify WebGLContextAttributes are working as specified, including alpha, depth, stencil, antialias, but not premultipliedAlpha');
+
+ runTest();
+}
+
+function getWebGL(canvasWidth, canvasHeight, contextAttribs, clearColor, clearDepth, clearStencil)
+{
+ var canvas = document.createElement("canvas");
+ if (!canvas)
+ return null;
+ canvas.width = canvasWidth;
+ canvas.height = canvasHeight;
+
+ var context = create3DContext(canvas, contextAttribs);
+ if (!context)
+ return null;
+
+ context.program = createProgram(context, "vshader", "fshader", ["pos", "colorIn"]);
+ if (!context.program)
+ return null;
+
+ context.useProgram(context.program);
+
+ context.enable(context.DEPTH_TEST);
+ context.enable(context.STENCIL_TEST);
+ context.disable(context.BLEND);
+
+ context.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
+ context.clearDepth(clearDepth);
+ context.clearStencil(clearStencil);
+ context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT | context.STENCIL_BUFFER_BIT);
+
+ return context;
+}
+
+function drawAndReadPixel(gl, vertices, colors, x, y)
+{
+ var colorOffset = vertices.byteLength;
+
+ var vbo = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
+ gl.bufferData(gl.ARRAY_BUFFER, colorOffset + colors.byteLength, gl.STATIC_DRAW);
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
+ gl.bufferSubData(gl.ARRAY_BUFFER, colorOffset, colors);
+
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, colorOffset);
+ gl.enableVertexAttribArray(1);
+
+ gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3);
+
+ var buf = new Uint8Array(1 * 1 * 4);
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
+ return buf;
+}
+
+function testAlpha(alpha)
+{
+ debug("Testing alpha = " + alpha);
+ if (alpha)
+ shouldBeNonNull("webGL = getWebGL(1, 1, { alpha: true, depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 0 ], 1, 0)");
+ else
+ shouldBeNonNull("webGL = getWebGL(1, 1, { alpha: false, depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 0 ], 1, 0)");
+ shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
+ shouldBeTrue("contextAttribs.alpha == " + alpha);
+
+ var buf = new Uint8Array(1 * 1 * 4);
+ webGL.readPixels(0, 0, 1, 1, webGL.RGBA, webGL.UNSIGNED_BYTE, buf);
+ pixel[0] = buf[0];
+ pixel[1] = buf[1];
+ pixel[2] = buf[2];
+ pixel[3] = buf[3];
+ correctColor = (contextAttribs.alpha ? [0, 0, 0, 0] : [0, 0, 0, 255]);
+ shouldBe("pixel", "correctColor");
+}
+
+function testDepth(depth)
+{
+ debug("Testing depth = " + depth);
+ if (depth)
+ shouldBeNonNull("webGL = getWebGL(1, 1, { stencil: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
+ else
+ shouldBeNonNull("webGL = getWebGL(1, 1, { depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
+ shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
+
+ webGL.depthFunc(webGL.NEVER);
+
+ var vertices = new Float32Array([
+ 1.0, 1.0, 0.0,
+ -1.0, 1.0, 0.0,
+ -1.0, -1.0, 0.0,
+ 1.0, 1.0, 0.0,
+ -1.0, -1.0, 0.0,
+ 1.0, -1.0, 0.0]);
+ var colors = new Uint8Array([
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255]);
+
+ var buf = drawAndReadPixel(webGL, vertices, colors, 0, 0);
+ pixel[0] = buf[0];
+ pixel[1] = buf[1];
+ pixel[2] = buf[2];
+ pixel[3] = buf[3];
+ correctColor = (contextAttribs.depth ? [0, 0, 0, 255] : [255, 0, 0, 255]);
+ shouldBe("pixel", "correctColor");
+}
+
+function testStencil(stencil)
+{
+ debug("Testing stencil = " + stencil);
+ if (stencil)
+ shouldBeNonNull("webGL = getWebGL(1, 1, { depth: false, stencil: true, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
+ else
+ shouldBeNonNull("webGL = getWebGL(1, 1, { depth: false, stencil: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
+ shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
+
+ webGL.depthFunc(webGL.ALWAYS);
+
+ webGL.stencilFunc(webGL.NEVER, 1, 1);
+ webGL.stencilOp(webGL.KEEP, webGL.KEEP, webGL.KEEP);
+
+ var vertices = new Float32Array([
+ 1.0, 1.0, 0.0,
+ -1.0, 1.0, 0.0,
+ -1.0, -1.0, 0.0,
+ 1.0, 1.0, 0.0,
+ -1.0, -1.0, 0.0,
+ 1.0, -1.0, 0.0]);
+ var colors = new Uint8Array([
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255]);
+
+ var buf = drawAndReadPixel(webGL, vertices, colors, 0, 0);
+ pixel[0] = buf[0];
+ pixel[1] = buf[1];
+ pixel[2] = buf[2];
+ pixel[3] = buf[3];
+ correctColor = (contextAttribs.stencil ? [0, 0, 0, 255] : [255, 0, 0, 255]);
+ shouldBe("pixel", "correctColor");
+}
+
+function testAntialias(antialias)
+{
+ debug("Testing antialias = " + antialias);
+ if (antialias)
+ shouldBeNonNull("webGL = getWebGL(2, 2, { depth: false, stencil: false, alpha: false, antialias: true }, [ 0, 0, 0, 1 ], 1, 0)");
+ else
+ shouldBeNonNull("webGL = getWebGL(2, 2, { depth: false, stencil: false, alpha: false, antialias: false }, [ 0, 0, 0, 1 ], 1, 0)");
+ shouldBeNonNull("contextAttribs = webGL.getContextAttributes()");
+
+ var vertices = new Float32Array([
+ 1.0, 1.0, 0.0,
+ -1.0, 1.0, 0.0,
+ -1.0, -1.0, 0.0]);
+ var colors = new Uint8Array([
+ 255, 0, 0, 255,
+ 255, 0, 0, 255,
+ 255, 0, 0, 255]);
+ var buf = drawAndReadPixel(webGL, vertices, colors, 0, 0);
+ pixel[0] = buf[0];
+ shouldBe("pixel[0] != 255 && pixel[0] != 0", "contextAttribs.antialias");
+}
+
+function runTest()
+{
+
+ testAlpha(true);
+ testAlpha(false);
+ testDepth(true);
+ testDepth(false);
+ testStencil(true);
+ testStencil(false);
+ testAntialias(true);
+ testAntialias(false);
+
+ finishTest()
+}
+
+</script>
+</head>
+<body onload="init()">
+<div id="description"></div>
+<div id="console"></div>
+</body>
+</html>
Property changes on: conformance/context/context-attributes-alpha-depth-stencil-antialias.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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