| Index: conformance/uninitialized-test.html
|
| ===================================================================
|
| --- conformance/uninitialized-test.html (revision 106149)
|
| +++ conformance/uninitialized-test.html (working copy)
|
| @@ -1,167 +0,0 @@
|
| -<!DOCTYPE html>
|
| -<html>
|
| -<head>
|
| -<meta charset="utf-8">
|
| -<title>WebGL Uninitialized GL Resources Tests</title>
|
| -<link rel="stylesheet" href="../resources/js-test-style.css"/>
|
| -<script src="../resources/js-test-pre.js"></script>
|
| -<script src="resources/webgl-test.js"></script>
|
| -</head>
|
| -<body>
|
| -<div id="description"></div>
|
| -<div id="console"></div>
|
| -<canvas id="canvas" width="2" height="2"> </canvas>
|
| -<script>
|
| -description("Tests to check user code cannot access uninitialized data from GL resources.");
|
| -
|
| -var canvas = document.getElementById("canvas");
|
| -var gl = create3DContext(canvas);
|
| -if (!gl)
|
| - testFailed("Context created.");
|
| -else
|
| - testPassed("Context created.");
|
| -
|
| -function setupTexture(texWidth, texHeight) {
|
| - var texture = gl.createTexture();
|
| - gl.bindTexture(gl.TEXTURE_2D, texture);
|
| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
| -
|
| - // this can be quite undeterministic so to improve odds of seeing uninitialized data write bits
|
| - // into tex then delete texture then re-create one with same characteristics (driver will likely reuse mem)
|
| - // with this trick on r59046 WebKit/OSX I get FAIL 100% of the time instead of ~15% of the time.
|
| -
|
| - var badData = new Uint8Array(texWidth * texHeight * 4);
|
| - for (var i = 0; i < badData.length; ++i)
|
| - badData[i] = i % 255;
|
| -
|
| - gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
|
| - gl.finish(); // make sure it has been uploaded
|
| -
|
| - gl.deleteTexture(texture);
|
| - gl.finish(); // make sure it has been deleted
|
| -
|
| - var texture = gl.createTexture();
|
| - gl.bindTexture(gl.TEXTURE_2D, texture);
|
| - return texture;
|
| -}
|
| -
|
| -function checkNonZeroPixels(texture, texWidth, texHeight, skipX, skipY, skipWidth, skipHeight, skipR, skipG, skipB, skipA) {
|
| - gl.bindTexture(gl.TEXTURE_2D, null);
|
| - var fb = gl.createFramebuffer();
|
| - gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
|
| - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
| - shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
|
| -
|
| - var data = new Uint8Array(texWidth * texHeight * 4);
|
| - gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, data);
|
| -
|
| - var k = 0;
|
| - for (var y = 0; y < texHeight; ++y) {
|
| - for (var x = 0; x < texWidth; ++x) {
|
| - var index = (y * texWidth + x) * 4;
|
| - if (x >= skipX && x < skipX + skipWidth && y >= skipY && y < skipY + skipHeight) {
|
| - if (data[index] != skipR || data[index + 1] != skipG || data[index + 2] != skipB || data[index + 3] != skipA) {
|
| - testFailed("non-zero pixel values are wrong");
|
| - return;
|
| - }
|
| - } else {
|
| - for (var i = 0; i < 4; ++i) {
|
| - if (data[index + i] != 0)
|
| - k++;
|
| - }
|
| - }
|
| - }
|
| - }
|
| - if (k) {
|
| - testFailed("Found " + k + " non-zero bytes");
|
| - } else {
|
| - testPassed("All data initialized");
|
| - }
|
| -}
|
| -
|
| -var width = 512;
|
| -var height = 512;
|
| -
|
| -debug("");
|
| -debug("Reading an uninitialized texture (texImage2D) should succeed with all bytes set to 0.");
|
| -
|
| -var tex = setupTexture(width, height);
|
| -gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
| -checkNonZeroPixels(tex, width, height, 0, 0, 0, 0, 0, 0, 0, 0);
|
| -gl.deleteTexture(tex);
|
| -gl.finish();
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -debug("");
|
| -debug("Reading an uninitialized portion of a texture (copyTexImage2D) should succeed with all bytes set to 0.");
|
| -
|
| -var tex = setupTexture(width, height);
|
| -var fbo = gl.createFramebuffer();
|
| -gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
| -var rbo = gl.createRenderbuffer();
|
| -gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
|
| -var fboWidth = 16;
|
| -var fboHeight = 16;
|
| -gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight);
|
| -gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
|
| -shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
|
| -gl.clearColor(1.0, 0.0, 0.0, 1.0);
|
| -gl.clear(gl.COLOR_BUFFER_BIT);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0);
|
| -checkNonZeroPixels(tex, width, height, 0, 0, fboWidth, fboHeight, 255, 0, 0, 255);
|
| -gl.deleteTexture(tex);
|
| -gl.finish();
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -debug("");
|
| -debug("Reading an uninitialized portion of a texture (copyTexImage2D with negative x and y) should succeed with all bytes set to 0.");
|
| -
|
| -var tex = setupTexture(width, height);
|
| -var fbo = gl.createFramebuffer();
|
| -gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
| -var rbo = gl.createRenderbuffer();
|
| -gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
|
| -var fboWidth = 16;
|
| -var fboHeight = 16;
|
| -gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight);
|
| -gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
|
| -shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
|
| -gl.clearColor(1.0, 0.0, 0.0, 1.0);
|
| -gl.clear(gl.COLOR_BUFFER_BIT);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -var x = -8;
|
| -var y = -8;
|
| -gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, x, y, width, height, 0);
|
| -checkNonZeroPixels(tex, width, height, -x, -y, fboWidth, fboHeight, 255, 0, 0, 255);
|
| -gl.deleteTexture(tex);
|
| -gl.finish();
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -debug("");
|
| -debug("Reading an uninitialized portion of a texture (copyTexImage2D from WebGL internal fbo) should succeed with all bytes set to 0.");
|
| -
|
| -var tex = setupTexture(width, height);
|
| -gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
| -gl.clearColor(0.0, 1.0, 0.0, 0.0);
|
| -gl.clear(gl.COLOR_BUFFER_BIT);
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0);
|
| -checkNonZeroPixels(tex, width, height, 0, 0, canvas.width, canvas.height, 0, 255, 0, 0);
|
| -gl.deleteTexture(tex);
|
| -gl.finish();
|
| -glErrorShouldBe(gl, gl.NO_ERROR);
|
| -
|
| -//TODO: uninitialized vertex array buffer
|
| -//TODO: uninitialized vertex elements buffer
|
| -//TODO: uninitialized framebuffer? (implementations would need to do a GL clear at first binding?)
|
| -//TODO: uninitialized renderbuffer? (implementations would need to do a GL clear at first binding?)
|
| -//TODO: uninitialized uniform arrays?
|
| -
|
| -debug("");
|
| -successfullyParsed = true;
|
| -</script>
|
| -<script src="../resources/js-test-post.js"></script>
|
| -</body>
|
| -</html>
|
| -
|
|
|