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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Canvas Conformance Tests</title>
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vshaderGrid" type="x-shader/x-vertex">
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
</script>
<script id="fshaderGrid" type="x-shader/x-fragment">
precision mediump float;
void main()
{
float r = mod(gl_FragCoord.x, 2.0) < 1.0 ? 0.0 : 1.0;
float g = mod(gl_FragCoord.y, 2.0) < 1.0 ? 0.0 : 1.0;
gl_FragColor = vec4(r, g, 0, 1);
}
</script>
<script>
description("This test ensures WebGL implementations correctly implement drawingbufferWidth/Height.");
function getMaxViewportDimensions() {
// create a fresh canvas. This canvas will be discarded
// after exiting this function.
var canvas = document.createElement("canvas");
gl = wtu.create3DContext(canvas, {antialias: false});
if (!gl) {
testFailed("context does not exist");
return [0, 0];
} else {
testPassed("context exists");
// For a default size canvas these should be equal.
// WebGL contexts are not allowed to change the size of the drawingBuffer
// for things like hi-res displays.
shouldBe('gl.drawingBufferWidth', 'gl.canvas.width');
shouldBe('gl.drawingBufferHeight', 'gl.canvas.height');
return gl.getParameter(gl.MAX_VIEWPORT_DIMS);
}
}
// This uses gl_FragCoord to draw a device pixel relavent pattern.
// If drawBufferWidth or drawBufferHeight are not in device pixels
// this test should fail.
function checkGrid(gl) {
var program = wtu.setupProgram(gl, ["vshaderGrid", "fshaderGrid"], ["a_position"]);
wtu.setupUnitQuad(gl);
gl.useProgram(program);
shouldBe('gl.getError()', 'gl.NO_ERROR');
wtu.drawQuad(gl);
var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
var colors = [
[ { color: [0, 0, 0, 255], name: "black" }, { color: [255, 0, 0, 255], name: "red" } ],
[ { color: [0, 255, 0, 255], name: "green" }, { color: [255, 255, 0, 255], name: "yellow" } ],
];
for (var yy = 0; yy < gl.drawingBufferHeight; ++yy) {
for (var xx = 0; xx < gl.drawingBufferWidth; ++xx) {
var info = colors[yy % 2][xx % 2];
var color = info.color;
var offset = (yy * gl.drawingBufferWidth + xx) * 4;
for (var jj = 0; jj < 4; ++jj) {
if (pixels[offset + jj] != color[jj]) {
var actual = [pixels[offset], pixels[offset + 1], pixels[offset + 2], pixels[offset + 3]];
testFailed("at " + xx + ", " + yy + " expected " + color + "(" + info.name + ") was " + actual);
return;
}
}
}
}
testPassed("grid rendered correctly");
}
// This passes device coordinate vertices in to make sure gl.viewport is not being mucked with.
function checkQuad(gl) {
var deviceToClipSpace = function(value, range) {
return value / range * 2 - 1;
}
var program = wtu.setupColorQuad(gl);
// draw a small green square in the top right corner.
var deviceX1 = gl.drawingBufferWidth - 4;
var deviceX2 = gl.drawingBufferWidth;
var deviceY1 = gl.drawingBufferHeight - 4;
var deviceY2 = gl.drawingBufferHeight;
var clipX1 = deviceToClipSpace(deviceX1, gl.drawingBufferWidth);
var clipX2 = deviceToClipSpace(deviceX2, gl.drawingBufferWidth);
var clipY1 = deviceToClipSpace(deviceY1, gl.drawingBufferHeight);
var clipY2 = deviceToClipSpace(deviceY2, gl.drawingBufferHeight);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(
[ clipX2, clipY2,
clipX1, clipY2,
clipX1, clipY1,
clipX2, clipY2,
clipX1, clipY1,
clipX2, clipY1]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
var green = [0, 255, 0, 255];
var black = [0, 0, 0, 0];
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
var squareWidth = deviceX2 - deviceX1;
var squareHeight = deviceY2 - deviceY1;
// check the square.
wtu.checkCanvasRect(gl, deviceX1, deviceY1, squareWidth, squareHeight, green, "should be green");
// check outside the square.
wtu.checkCanvasRect(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight - squareHeight, black, "should be black");
wtu.checkCanvasRect(gl, 0, gl.drawingBufferHeight - squareHeight, gl.drawingBufferWidth - squareWidth, squareHeight, black, "should be black");
}
function test(desiredWidth, desiredHeight) {
debug("");
debug("Checking drawingBufferWidth/drawingBufferHeight");
// Make a fresh canvas.
var canvas = document.createElement("canvas");
canvas.width = desiredWidth;
canvas.height = desiredHeight;
// This 'gl' must be global for shouldBe to work.
gl = wtu.create3DContext(canvas, {antialias: false});
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
// Verify these stats didn't change since they come from a different
// context.
shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[0]', 'maxSize[0]');
shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[1]', 'maxSize[1]');
// check the initial viewport matches the drawingBufferWidth and drawingBufferHeight
shouldBe('gl.getParameter(gl.VIEWPORT)[0]', '0');
shouldBe('gl.getParameter(gl.VIEWPORT)[1]', '0');
shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'gl.drawingBufferWidth');
shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'gl.drawingBufferHeight');
// Draw a pixel grid using a shader that draws in device coordinates
checkGrid(gl);
// Draw a quad in the top right corner.
checkQuad(gl);
shouldBe('gl.getError()', 'gl.NO_ERROR');
debug("");
debug("Testing resizing canvas");
oldViewport = gl.getParameter(gl.VIEWPORT);
// flip width and height
canvas.width = desiredHeight;
canvas.height = desiredWidth;
// Verify the viewport didn't change.
shouldBe('gl.getParameter(gl.VIEWPORT)[0]', 'oldViewport[0]');
shouldBe('gl.getParameter(gl.VIEWPORT)[1]', 'oldViewport[1]');
shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'oldViewport[2]');
shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'oldViewport[3]');
// fix the viewport
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// Draw a pixel grid using a shader that draws in device coordinates
checkGrid(gl);
// Draw a quad in the top right corner.
checkQuad(gl);
shouldBe('gl.getError()', 'gl.NO_ERROR');
}
}
var wtu = WebGLTestUtils;
var maxSize = getMaxViewportDimensions();
shouldBeTrue('maxSize[0] > 0');
shouldBeTrue('maxSize[1] > 0');
// test a small size to make sure it works at all.
test(16, 32);
// Make a canvas slightly larger than the max size WebGL can handle.
// From section 2.2 of the spec the WebGL implementation should allow this to work.
// test a size larger than MAX_VIEWPORT_DIMS in both dimensions
test(maxSize[0] + 32, 8);
debug("")
</script>
</body>
</html>