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var createCompositingTestFn = (function() {
const width = 20;
const height = 20;
function waitForComposite() {
debug('wait for composite');
return new Promise(resolve => wtu.waitForComposite(resolve));
}
async function testPreserveDrawingBufferFalse(gl, drawFn, clear) {
debug('');
debug(`test preserveDrawingBuffer: false with ${drawFn.name} ${clear ? 'with' : 'without'} clear`);
if (clear) {
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
if (drawFn(gl)) {
debug('skipped: extension does not exist');
return;
}
wtu.checkCanvas(gl, [255, 0, 0, 255], "canvas should be red");
// enable scissor here, before compositing, to make sure it's correctly
// ignored and restored
const halfWidth = gl.canvas.width / 2;
const halfHeight = gl.canvas.height / 2;
gl.scissor(0, halfHeight, halfWidth, halfHeight);
gl.enable(gl.SCISSOR_TEST);
await waitForComposite();
// scissor was set earlier
gl.clearColor(0, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.checkCanvasRect(gl, 0, halfHeight, halfWidth, halfHeight, [0, 0, 255, 255],
"cleared corner should be blue, stencil should be preserved");
wtu.checkCanvasRect(gl, 0, 0, halfWidth, halfHeight, [0, 0, 0, 0],
"remainder of buffer should be cleared");
gl.disable(gl.SCISSOR_TEST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
async function testPreserveDrawingBufferTrue(gl, drawFn, clear) {
debug('');
debug(`test preserveDrawingBuffer: true with ${drawFn.name} ${clear ? 'with' : 'without'} clear`);
if (clear) {
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
const skipTest = drawFn(gl);
if (skipTest) {
debug('skipped: extension does not exist');
return;
}
wtu.checkCanvas(gl, [255, 0, 0, 255], "canvas should be red");
await waitForComposite();
wtu.checkCanvas(gl, [255, 0, 0, 255], "canvas should be red");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
}
function setupWebGL({
webglVersion,
shadersFn,
attribs,
}) {
const existingCanvases = document.querySelectorAll('canvas');
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
canvas.style.display = 'block';
canvas.style.position = 'fixed';
canvas.style.left = `${existingCanvases.length * 25}px`;
canvas.style.top = '0';
// The canvas needs to be visible or the test will fail.
document.body.insertBefore(canvas, [...existingCanvases].pop());
const gl = wtu.create3DContext(canvas, attribs, webglVersion);
if (!gl) {
testFailed('WebGL context creation failed');
return gl;
}
const shaders = shadersFn(gl);
const program = wtu.setupProgram(gl, shaders, ["position"]);
if (!program) {
debug(`program failed to compile: ${wtu.getLastError()}`);
}
const positionBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const indexBuf = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0, 1, 2, 3, 4, 5]), gl.STATIC_DRAW);
return gl;
}
function createCompositingTestFn(options) {
const glPreserveDrawingBufferFalse = setupWebGL({
...options,
attribs: {antialias: false},
});
const glPreserveDrawingBufferTrue = setupWebGL({
...options,
attribs: {antialias: false, preserveDrawingBuffer: true},
});
return async function(drawFn) {
debug('---');
await testPreserveDrawingBufferFalse(glPreserveDrawingBufferFalse, drawFn, false);
await testPreserveDrawingBufferFalse(glPreserveDrawingBufferFalse, drawFn, true);
await testPreserveDrawingBufferTrue(glPreserveDrawingBufferTrue, drawFn, false);
await testPreserveDrawingBufferTrue(glPreserveDrawingBufferTrue, drawFn, true);
};
}
return createCompositingTestFn;
}());