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| <!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="../../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("Tests to check user code cannot access uninitialized data from GL resources."); |
| |
| var wtu = WebGLTestUtils; |
| var gl = wtu.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(); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR); |
| |
| debug(""); |
| debug("Reading a partially initialized texture (texImage2D) should succeed with all uninitialized bytes set to 0 and initialized bytes untouched."); |
| |
| var tex = setupTexture(width, height); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| var data = new Uint8Array(4); |
| var r = 108; |
| var g = 72; |
| var b = 36; |
| var a = 9; |
| data[0] = r; |
| data[1] = g; |
| data[2] = b; |
| data[3] = a; |
| gl.texSubImage2D(gl.TEXTURE_2D, 0, width/2, height/2, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, data); |
| checkNonZeroPixels(tex, width, height, width/2, height/2, 1, 1, r, g, b, a); |
| gl.deleteTexture(tex); |
| gl.finish(); |
| wtu.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); |
| wtu.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(); |
| wtu.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); |
| wtu.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(); |
| wtu.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); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR); |
| gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0); |
| checkNonZeroPixels(tex, width, height, 0, 0, gl.canvas.width, gl.canvas.height, 0, 255, 0, 0); |
| gl.deleteTexture(tex); |
| gl.finish(); |
| wtu.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(""); |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| </body> |
| </html> |
| |