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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL2 specific sync object behaviors</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>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("This test checks WebGL2 specific sync object behaviors");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas", null, 2);
var sync = null;
var pixel = new Uint8Array(4);
if (!gl) {
testFailed("context does not exist");
finishTest();
} else {
testPassed("context exists");
debug("");
shouldBe("gl.TIMEOUT_IGNORED", "-1");
shouldBe("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL", "0x9247");
var max = gl.getParameter(gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL);
debug("Querying gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL");
shouldBe("gl.getError()", "gl.NO_ERROR");
debug("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns " + max + "ns");
if (max < 0) {
testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL < 0");
} else if (max > 1000 * 1000 * 1000) {
// This is not demanded by the WebGL2 spec, but anything larger than 1000ms
// is bad idea and no implementation should allow it.
testFailed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL should not exceed 1000ms");
} else {
testPassed("gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL returns a valid value");
}
sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
shouldBeNonNull("sync");
shouldBe("gl.getError()", "gl.NO_ERROR");
gl.clientWaitSync(sync, 0, max);
shouldBe("gl.getError()", "gl.NO_ERROR");
gl.clientWaitSync(sync, 0, max + 1);
shouldBe("gl.getError()", "gl.INVALID_OPERATION");
requestAnimationFrame(runGetSyncParameterTest);
}
var numRetries = 20000;
var iteration = 0;
function syncWithGLServer() {
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
}
function runGetSyncParameterTest() {
debug("");
debug("Verifying sync object isn't signaled too early");
sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
// Verify as best as possible that the implementation doesn't allow a sync
// object to become signaled until returning control to the event loop, by
// spin-looping for some time.
var iter = numRetries;
while (--iter > 0) {
syncWithGLServer();
if (gl.getSyncParameter(sync, gl.SYNC_STATUS) == gl.SYNC_SIGNALED) {
testFailed("Sync object was signaled too early");
finishTest();
return;
}
}
testPassed("Sync object wasn't signaled too early");
iteration = numRetries;
requestAnimationFrame(finishSyncParameterTest);
}
function finishSyncParameterTest() {
if (--iteration == 0) {
testFailed("Sync object wasn't signaled in a reasonable timeframe (" + numRetries + " iterations)");
finishTest();
return;
}
var res = gl.getSyncParameter(sync, gl.SYNC_STATUS);
if (res == gl.SIGNALED) {
testPassed("Sync object was signaled");
requestAnimationFrame(runClientWaitSyncTest);
return;
}
// Try again.
syncWithGLServer();
requestAnimationFrame(finishSyncParameterTest);
}
function runClientWaitSyncTest() {
debug("");
debug("Verifying clientWaitSync doesn't complete too early");
sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
// Verify as best as possible that the implementation doesn't allow
// clientWaitSync to return CONDITION_SATISFIED or ALREADY_SIGNALED until
// returning control to the event loop, by spin-looping for some time.
var iter = numRetries;
while (--iter > 0) {
syncWithGLServer();
var res = gl.clientWaitSync(sync, 0, 0);
if (res == gl.CONDITION_SATISFIED || res == gl.ALREADY_SIGNALED) {
testFailed("clientWaitSync completed successfully too early");
finishTest();
return;
}
}
testPassed("clientWaitSync didn't complete successfully too early");
iteration = numRetries;
requestAnimationFrame(finishClientWaitSyncTest);
}
function finishClientWaitSyncTest() {
if (--iteration == 0) {
testFailed("clientWaitSync didn't complete in a reasonable timeframe (" + numRetries + " iterations)");
finishTest();
return;
}
var res = gl.clientWaitSync(sync, 0, 0);
if (res == gl.CONDITION_SATISFIED || res == gl.ALREADY_SIGNALED) {
testPassed("clientWaitSync completed successfully");
// This is the last test right now.
finishTest();
return;
}
// Try again.
syncWithGLServer();
requestAnimationFrame(finishClientWaitSyncTest);
}
debug("");
var successfullyParsed = true;
</script>
</body>
</html>