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<html>
<head>
<meta charset='UTF-8'>
<script src='/tests/SimpleTest/SimpleTest.js'></script>
<link rel='stylesheet' href='/tests/SimpleTest/test.css'>
</head>
<body>
<canvas id='c' width='200' height='200'></canvas>
<canvas id='c2' width='200' height='200'></canvas>
<script>
function RGBAToString(arr) {
return '[' + arr[0].toPrecision(4) + ', ' +
arr[1].toPrecision(4) + ', ' +
arr[2].toPrecision(4) + ', ' +
arr[3].toPrecision(4) + ']';
}
function TestScreenColor(gl, r, g, b, a) {
var arr = new SharedArrayBuffer(4);
var view = new Uint8Array(arr);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, view);
var err = gl.getError();
ok(err == 0, 'Should be no errors.');
if (err)
return;
var floatArr;
floatArr = new Float32Array(4);
floatArr[0] = view[0] / 255.0;
floatArr[1] = view[1] / 255.0;
floatArr[2] = view[2] / 255.0;
floatArr[3] = view[3] / 255.0;
var testText = RGBAToString(floatArr);
var refText = RGBAToString([r, g, b, a]);
var eps = 1.0 / 255.0;
var isSame = (Math.abs(floatArr[0] - r) < eps &&
Math.abs(floatArr[1] - g) < eps &&
Math.abs(floatArr[2] - b) < eps &&
Math.abs(floatArr[3] - a) < eps);
ok(isSame, 'Should be ' + refText + ', was ' + testText + ',');
}
// Give ourselves a scope to return early from:
(function() {
var canvas = document.getElementById('c');
var attribs = {
antialias: false,
depth: false,
};
let gl = canvas.getContext('experimental-webgl', attribs);
if (!gl) {
todo(false, 'WebGL is unavailable.');
return;
}
if (typeof SharedArrayBuffer === 'undefined') {
todo(false, 'SharedArrayBuffer is unavailable.');
return;
}
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, "attribute vec2 aVertCoord; void main(void) { gl_Position = vec4(aVertCoord, 0.0, 1.0); }");
gl.compileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, "precision mediump float; uniform vec4 uFragColor; void main(void) { gl_FragColor = uFragColor; }");
gl.compileShader(fs);
var prog = gl.createProgram();
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
var success = gl.getProgramParameter(prog, gl.LINK_STATUS);
if (!success) {
console.log('Error linking program for \'' + vsId + '\' and \'' + fsId + '\'.');
console.log('\nLink log: ' + gl.getProgramInfoLog(prog));
console.log('\nVert shader log: ' + gl.getShaderInfoLog(vs));
console.log('\nFrag shader log: ' + gl.getShaderInfoLog(fs));
}
ok(prog, 'Program should link.');
if (!prog) {
return;
}
prog.aVertCoord = gl.getAttribLocation(prog, 'aVertCoord');
prog.uFragColor = gl.getUniformLocation(prog, 'uFragColor');
gl.useProgram(prog);
// Test gl.bufferData(), gl.bufferSubData() and gl.readPixels() APIs with SAB as input.
var arr = new SharedArrayBuffer(8*4);
var view = new Float32Array(arr);
view.set(new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]));
var vb = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vb);
gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW);
ok(gl.getError() == 0, 'bufferData with SAB as input parameter works ok.');
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
ok(gl.getError() == 0, 'bufferSubData with SAB as input parameter works ok.');
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.uniform4f(prog.uFragColor, 0.2, 0.4, 0.6, 1.0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
var arr = new Uint8Array(4);
TestScreenColor(gl, 0.2, 0.4, 0.6, 1.0);
// Test gl.texImage2D() and gl.texSubImage2D() APIs with SAB as input.
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
var width = 4;
var height = 4;
var numChannels = 4;
var sab = new SharedArrayBuffer(width * height * numChannels);
var data = new Uint8Array(sab);
for (var i = 0; i < data.length; ++i) {
data[i] = i;
}
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
ok(gl.getError() == 0, 'texImage2D() with SAB as input parameter works ok.');
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data);
ok(gl.getError() == 0, 'texSubImage2D() with SAB as input parameter works ok.');
ok(gl.getError() == 0, 'Should be no errors after test.');
})();
// Test WebGL 2
(function() {
var canvas = document.getElementById('c2');
var attribs = {
antialias: false,
depth: false,
};
let gl = canvas.getContext('webgl2', attribs);
if (!gl) {
todo(false, 'WebGL 2 is unavailable.');
return;
}
if (typeof SharedArrayBuffer === 'undefined') {
todo(false, 'SharedArrayBuffer is unavailable.');
return;
}
var arr = new SharedArrayBuffer(8*4);
var view = new Float32Array(arr);
view.set(new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]));
var vb = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vb);
gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW);
var arr2 = new SharedArrayBuffer(8*4);
var view2 = new Float32Array(arr2);
gl.getBufferSubData(gl.ARRAY_BUFFER, 0, view2);
var equal = true;
for(var i = 0; i < 8; ++i) {
if (view[i] != view2[i]) equal = false;
}
ok(equal, 'getBufferSubData with SAB as input parameter works ok.');
// Test gl.texImage3D() and gl.texSubImage3D() APIs with SAB as input.
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_3D, tex);
var width = 4;
var height = 4;
var depth = 4;
var numChannels = 4;
var sab = new SharedArrayBuffer(width * height * depth* numChannels);
var data = new Uint8Array(sab);
for (var i = 0; i < data.length; ++i) {
data[i] = i;
}
gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
ok(gl.getError() == 0, 'texImage3D() with SAB as input parameter works ok.');
gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, width, height, depth, gl.RGBA, gl.UNSIGNED_BYTE, data);
ok(gl.getError() == 0, 'texSubImage3D() with SAB as input parameter works ok.');
ok(gl.getError() == 0, 'Should be no errors after test.');
})();
ok(true, 'TEST COMPLETE');
</script>
</body>
</html>
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