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Bug 1450839 - Update with cherry-pick to fix timeouts in rgb10_a2 tests.
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MozReview-Commit-ID: KbJmXtRxN25
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kdashg committed Apr 20, 2018
1 parent 58ba37f commit bef011b
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Showing 20 changed files with 955 additions and 148 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/tests/gl-bindattriblocation-aliasing.js"></script>
<title>bindAttribLocation with aliasing</title>
</head>
<body>
Expand All @@ -50,39 +51,9 @@
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShader, gl.FRAGMENT_SHADER);
var typeInfo = [
{ type: 'float', asVec4: 'vec4(0.0, $(var), 0.0, 1.0)' },
{ type: 'vec2', asVec4: 'vec4($(var), 0.0, 1.0)' },
{ type: 'vec3', asVec4: 'vec4($(var), 1.0)' },
{ type: 'vec4', asVec4: '$(var)' },
];
var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
// Test all type combinations of a_1 and a_2.
typeInfo.forEach(function(typeInfo1) {
typeInfo.forEach(function(typeInfo2) {
debug('attribute_1: ' + typeInfo1.type + ' attribute_2: ' + typeInfo2.type);
var replaceParams = {
type_1: typeInfo1.type,
type_2: typeInfo2.type,
gl_Position_1: wtu.replaceParams(typeInfo1.asVec4, {var: 'a_1'}),
gl_Position_2: wtu.replaceParams(typeInfo2.asVec4, {var: 'a_2'})
};
var strVertexShader = wtu.replaceParams(wtu.getScript('vertexShader'), replaceParams);
var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
assertMsg(glVertexShader != null, "Vertex shader compiled successfully.");
// Bind both a_1 and a_2 to the same position and verify the link fails.
// Do so for all valid positions available.
for (var l = 0; l < maxAttributes; l++) {
var glProgram = gl.createProgram();
gl.bindAttribLocation(glProgram, l, 'a_1');
gl.bindAttribLocation(glProgram, l, 'a_2');
gl.attachShader(glProgram, glVertexShader);
gl.attachShader(glProgram, glFragmentShader);
gl.linkProgram(glProgram);
assertMsg(!gl.getProgramParameter(glProgram, gl.LINK_STATUS), "Link should fail when both types are aliased to location " + l);
}
});
});

runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShader'));

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
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@@ -1,6 +1,7 @@
buffer-bind-test.html
buffer-data-and-buffer-sub-data.html
--min-version 1.0.3 buffer-data-array-buffer-delete.html
--min-version 1.0.4 buffer-data-dynamic-delay.html
--min-version 1.0.4 buffer-uninitialized.html
--min-version 1.0.2 element-array-buffer-delete-recreate.html
index-validation-copies-indices.html
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@@ -0,0 +1,133 @@
<!--
/*
** Copyright (c) 2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>bufferData with DYNAMIC_DRAW and delay between updating data</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"> </script>
</head>
<body>
<canvas id="canvas" width="50" height="50"></canvas>
<div id="description"></div>
<div id="console"></div>

<script id="vshader" type="x-shader/x-vertex">
attribute vec2 a_position;
attribute vec2 a_color;
varying vec2 v_color;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
v_color = a_color;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec2 v_color;
void main()
{
gl_FragColor = vec4(v_color, 0.0, 1.0);
}
</script>

<script>
"use strict";
description("Verifies that bufferData with DYNAMIC_DRAW updates the vertex attribute when there is a significant delay between updating the buffer.");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position", "a_color"]);

// Initialize position vertex attribute to draw a square covering the entire canvas.
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0
]), gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

// Initialize color vertex attribute to red.
var colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
1.0, 0.0,
1.0, 0.0,
1.0, 0.0,
1.0, 0.0,
]), gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(1);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);

wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after setup");

// Fill the canvas with red
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after first drawArrays");

wtu.checkCanvasRect(gl, 0, 0, 50, 50, [255, 0, 0, 255], "Canvas should be red after the first drawArrays");

// With the buffer set to DYNAMIC_DRAW, Angle internally changes the storage type of the vertex attribute from DYNAMIC to DIRECT
// if the buffer has not been updated after ~4-5 draw calls. When the buffer is eventually updated, the vertex attribute
// is updated back to DYNAMIC, but there was a bug in Angle where the data is not marked as dirty. The result is that the
// vertex data is not updated with the new buffer data. This test verifies that the vertex data is updated.
var iteration = 0;
function draw() {
// Draw 10 times to ensure that the vertex attribute storage type is changed.
if (iteration < 10) {
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 2);
requestAnimationFrame(draw);
}
else {
// Update the buffer bound to the color vertex attribute to green and draw.
gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 1.0,
0.0, 1.0,
0.0, 1.0,
0.0, 1.0,
]), gl.DYNAMIC_DRAW);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after last drawArrays");

wtu.checkCanvasRect(gl, 0, 0, 50, 50, [0, 255, 0, 255], "Canvas should be green after 10 frames");

finishTest();
}

iteration++;
}

requestAnimationFrame(draw);

</script>
</body>
</html>
Original file line number Diff line number Diff line change
Expand Up @@ -156,6 +156,8 @@
testLostContext(e);
// restore the context after this event has exited.
setTimeout(function() {
shouldGenerateGLError(gl, gl.NO_ERROR, "WEBGL_lose_context.restoreContext()");
// Calling restoreContext() twice should not cause error or crash
shouldGenerateGLError(gl, gl.NO_ERROR, "WEBGL_lose_context.restoreContext()");
// The context should still be lost. It will not get restored until the
// webglrestorecontext event is fired.
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Expand Up @@ -111,7 +111,7 @@
debug("With depthbuffer=" + haveDepthBuffer +
", stencilbuffer=" + haveStencilBuffer +
", stencilTest=" + enableStencilTest +
", expecting error=" + wtu.glEnumToString(errIfMismatch) +
", expecting error=" + wtu.glEnumToString(gl, errIfMismatch) +
" for mismatching mask or func settings.");

let rbo = null;
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Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
--min-version 2.0.1 gl-bindAttribLocation-aliasing-inactive.html
gl-vertex-attrib.html
gl-vertex-attrib-i-render.html
--min-version 2.0.1 gl-vertex-attrib-normalized-int.html
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Original file line number Diff line number Diff line change
@@ -0,0 +1,74 @@
<!--
/*
** Copyright (c) 2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/tests/gl-bindattriblocation-aliasing.js"></script>
<title>bindAttribLocation with aliasing - inactive attributes</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script id="vertexShaderStaticallyUsedButInactive" type="text/something-not-javascript">#version 300 es
precision mediump float;
in $(type_1) a_1;
in $(type_2) a_2;
void main() {
gl_Position = true ? $(gl_Position_1) : $(gl_Position_2);
}
</script>
<script id="vertexShaderUnused" type="text/something-not-javascript">#version 300 es
precision mediump float;
in $(type_1) a_1;
in $(type_2) a_2;
void main() {
gl_Position = vec4(0.0);
}
</script>
<script>
"use strict";
description("This test verifies combinations of valid inactive attributes cannot be bound to the same location with bindAttribLocation. GLSL ES 3.00.6 section 12.46.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false}, 2);
var glFragmentShader = wtu.loadShader(gl, wtu.simpleColorFragmentShaderESSL300, gl.FRAGMENT_SHADER);

debug("Testing with shader that has statically used but inactive attributes.");
runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderStaticallyUsedButInactive'));

debug("");
debug("Testing with shader that has entirely unused attributes.");
runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderUnused'));

var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@ shader-with-invalid-characters.html
shader-with-mis-matching-uniform-block.html
short-circuiting-in-loop-condition.html
--min-version 2.0.1 switch-case.html
--min-version 2.0.1 texture-offset-non-constant-offset.html
texture-offset-out-of-range.html
--min-version 2.0.1 texture-offset-uniform-texture-coordinate.html
--min-version 2.0.1 tricky-loop-conditions.html
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Expand Up @@ -202,6 +202,29 @@
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script id="fshaderCaseInsideBlock" type="x-shader/x-fragment">#version 300 es

precision highp float;

out vec4 my_FragColor;

uniform int u_zero;

void main()
{
// Case statements must not be nested in blocks.
// GLSL ES 3.00 spec is a bit vague on this but GLSL ES 3.10 section 6.2 is clearer.
switch(u_zero)
{
case 1:
{
case 0:
my_FragColor = vec4(1, 0, 0, 1);
}
}
my_FragColor = vec4(0, 1, 0, 1);
}
</script>
<script type="application/javascript">
"use strict";
description();
Expand Down Expand Up @@ -262,6 +285,11 @@
fShaderSuccess: true,
linkSuccess: true,
passMsg: 'Empty statement should count as a statement for the purposes of switch statement validation.'
},
{
fShaderId: 'fshaderCaseInsideBlock',
fShaderSuccess: false,
passMsg: 'Case statements must not be nested inside blocks.'
}
], 2);
</script>
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