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Bug 1450839 - Update with cherry-pick to fix timeouts in rgb10_a2 tests.
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dom/canvas/test/webgl-conf/checkout/conformance/buffers/00_test_list.txt
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dom/canvas/test/webgl-conf/checkout/conformance/buffers/buffer-data-dynamic-delay.html
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<!-- | ||
/* | ||
** 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"]); | ||
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// 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); | ||
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// 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); | ||
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after setup"); | ||
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// Fill the canvas with red | ||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | ||
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No error after first drawArrays"); | ||
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wtu.checkCanvasRect(gl, 0, 0, 50, 50, [255, 0, 0, 255], "Canvas should be red after the first drawArrays"); | ||
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// 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"); | ||
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wtu.checkCanvasRect(gl, 0, 0, 50, 50, [0, 255, 0, 255], "Canvas should be green after 10 frames"); | ||
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finishTest(); | ||
} | ||
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iteration++; | ||
} | ||
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requestAnimationFrame(draw); | ||
|
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</script> | ||
</body> | ||
</html> |
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dom/canvas/test/webgl-conf/checkout/conformance2/attribs/00_test_list.txt
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74
...est/webgl-conf/checkout/conformance2/attribs/gl-bindAttribLocation-aliasing-inactive.html
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<!-- | ||
/* | ||
** 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); | ||
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debug("Testing with shader that has statically used but inactive attributes."); | ||
runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderStaticallyUsedButInactive')); | ||
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debug(""); | ||
debug("Testing with shader that has entirely unused attributes."); | ||
runBindAttribLocationAliasingTest(wtu, gl, glFragmentShader, wtu.getScript('vertexShaderUnused')); | ||
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var successfullyParsed = true; | ||
</script> | ||
<script src="../../js/js-test-post.js"></script> | ||
</body> | ||
</html> |
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