Move parseFontFaceDescriptor to CSSPropertyParser.cpp
[chromium-blink-merge.git] / third_party / WebKit / LayoutTests / fast / canvas / webgl / drawingbuffer-test.html
blob56c96fa34671b9eb72cfaea35beec155d2e7546e
1 <!DOCTYPE html>
2 <html>
3 <head>
4 <meta charset="utf-8">
5 <title>WebGL Canvas Conformance Tests</title>
6 <script src="../../../resources/js-test.js"></script>
7 <script src="resources/webgl-test.js"></script>
8 <script src="resources/webgl-test-utils.js"></script>
9 </head>
10 <body>
11 <div id="description"></div>
12 <div id="console"></div>
13 <script id="vshaderGrid" type="x-shader/x-vertex">
14 attribute vec4 a_position;
15 void main()
17 gl_Position = a_position;
19 </script>
21 <script id="fshaderGrid" type="x-shader/x-fragment">
22 precision mediump float;
23 void main()
25 float r = mod(gl_FragCoord.x, 2.0) < 1.0 ? 0.0 : 1.0;
26 float g = mod(gl_FragCoord.y, 2.0) < 1.0 ? 0.0 : 1.0;
27 gl_FragColor = vec4(r, g, 0, 1);
29 </script>
30 <script>
31 description("This test ensures WebGL implementations correctly implement drawingbufferWidth/Height.");
33 function getMaxViewportDimensions() {
34 // create a fresh canvas. This canvas will be discarded
35 // after exiting this function.
36 var canvas = document.createElement("canvas");
37 gl = wtu.create3DContext(canvas, {antialias: false});
38 if (!gl) {
39 testFailed("context does not exist");
40 return [0, 0];
41 } else {
42 testPassed("context exists");
44 // For a default size canvas these should be equal.
45 // WebGL contexts are not allowed to change the size of the drawingBuffer
46 // for things like hi-res displays.
47 shouldBe('gl.drawingBufferWidth', 'gl.canvas.width');
48 shouldBe('gl.drawingBufferHeight', 'gl.canvas.height');
49 return gl.getParameter(gl.MAX_VIEWPORT_DIMS);
53 // This uses gl_FragCoord to draw a device pixel relavent pattern.
54 // If drawBufferWidth or drawBufferHeight are not in device pixels
55 // this test should fail.
56 function checkGrid(gl) {
57 var program = wtu.setupProgram(gl, ["vshaderGrid", "fshaderGrid"], ["a_position"]);
58 wtu.setupUnitQuad(gl);
59 gl.useProgram(program);
60 shouldBe('gl.getError()', 'gl.NO_ERROR');
62 wtu.drawQuad(gl);
64 var pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
65 gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
67 var colors = [
68 [ { color: [0, 0, 0, 255], name: "black" }, { color: [255, 0, 0, 255], name: "red" } ],
69 [ { color: [0, 255, 0, 255], name: "green" }, { color: [255, 255, 0, 255], name: "yellow" } ],
72 for (var yy = 0; yy < gl.drawingBufferHeight; ++yy) {
73 for (var xx = 0; xx < gl.drawingBufferWidth; ++xx) {
74 var info = colors[yy % 2][xx % 2];
75 var color = info.color;
76 var offset = (yy * gl.drawingBufferWidth + xx) * 4;
77 for (var jj = 0; jj < 4; ++jj) {
78 if (pixels[offset + jj] != color[jj]) {
79 var actual = [pixels[offset], pixels[offset + 1], pixels[offset + 2], pixels[offset + 3]];
80 testFailed("at " + xx + ", " + yy + " expected " + color + "(" + info.name + ") was " + actual);
81 return;
86 testPassed("grid rendered correctly");
89 // This passes device coordinate vertices in to make sure gl.viewport is not being mucked with.
90 function checkQuad(gl) {
91 var deviceToClipSpace = function(value, range) {
92 return value / range * 2 - 1;
95 var program = wtu.setupColorQuad(gl);
97 // draw a small green square in the top right corner.
98 var deviceX1 = gl.drawingBufferWidth - 4;
99 var deviceX2 = gl.drawingBufferWidth;
100 var deviceY1 = gl.drawingBufferHeight - 4;
101 var deviceY2 = gl.drawingBufferHeight;
103 var clipX1 = deviceToClipSpace(deviceX1, gl.drawingBufferWidth);
104 var clipX2 = deviceToClipSpace(deviceX2, gl.drawingBufferWidth);
105 var clipY1 = deviceToClipSpace(deviceY1, gl.drawingBufferHeight);
106 var clipY2 = deviceToClipSpace(deviceY2, gl.drawingBufferHeight);
108 var vertexObject = gl.createBuffer();
109 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
110 gl.bufferData(
111 gl.ARRAY_BUFFER,
112 new Float32Array(
113 [ clipX2, clipY2,
114 clipX1, clipY2,
115 clipX1, clipY1,
116 clipX2, clipY2,
117 clipX1, clipY1,
118 clipX2, clipY1]),
119 gl.STATIC_DRAW);
120 gl.enableVertexAttribArray(0);
121 gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
123 var green = [0, 255, 0, 255];
124 var black = [0, 0, 0, 0];
125 gl.clearColor(0, 0, 0, 0);
126 gl.clear(gl.COLOR_BUFFER_BIT);
127 wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
129 var squareWidth = deviceX2 - deviceX1;
130 var squareHeight = deviceY2 - deviceY1;
132 // check the square.
133 wtu.checkCanvasRect(gl, deviceX1, deviceY1, squareWidth, squareHeight, green, "should be green");
134 // check outside the square.
135 wtu.checkCanvasRect(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight - squareHeight, black, "should be black");
136 wtu.checkCanvasRect(gl, 0, gl.drawingBufferHeight - squareHeight, gl.drawingBufferWidth - squareWidth, squareHeight, black, "should be black");
140 function test(desiredWidth, desiredHeight) {
141 debug("");
142 debug("Checking drawingBufferWidth/drawingBufferHeight");
144 // Make a fresh canvas.
145 var canvas = document.createElement("canvas");
146 canvas.width = desiredWidth;
147 canvas.height = desiredHeight;
149 // This 'gl' must be global for shouldBe to work.
150 gl = wtu.create3DContext(canvas, {antialias: false});
151 if (!gl) {
152 testFailed("context does not exist");
153 } else {
154 testPassed("context exists");
156 // Verify these stats didn't change since they come from a different
157 // context.
158 shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[0]', 'maxSize[0]');
159 shouldBe('gl.getParameter(gl.MAX_VIEWPORT_DIMS)[1]', 'maxSize[1]');
161 // check the initial viewport matches the drawingBufferWidth and drawingBufferHeight
162 shouldBe('gl.getParameter(gl.VIEWPORT)[0]', '0');
163 shouldBe('gl.getParameter(gl.VIEWPORT)[1]', '0');
164 shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'gl.drawingBufferWidth');
165 shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'gl.drawingBufferHeight');
167 // Draw a pixel grid using a shader that draws in device coordinates
168 checkGrid(gl);
169 // Draw a quad in the top right corner.
170 checkQuad(gl);
172 shouldBe('gl.getError()', 'gl.NO_ERROR');
174 debug("");
175 debug("Testing resizing canvas");
177 oldViewport = gl.getParameter(gl.VIEWPORT);
179 // flip width and height
180 canvas.width = desiredHeight;
181 canvas.height = desiredWidth;
183 // Verify the viewport didn't change.
184 shouldBe('gl.getParameter(gl.VIEWPORT)[0]', 'oldViewport[0]');
185 shouldBe('gl.getParameter(gl.VIEWPORT)[1]', 'oldViewport[1]');
186 shouldBe('gl.getParameter(gl.VIEWPORT)[2]', 'oldViewport[2]');
187 shouldBe('gl.getParameter(gl.VIEWPORT)[3]', 'oldViewport[3]');
189 // fix the viewport
190 gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
192 // Draw a pixel grid using a shader that draws in device coordinates
193 checkGrid(gl);
195 // Draw a quad in the top right corner.
196 checkQuad(gl);
197 shouldBe('gl.getError()', 'gl.NO_ERROR');
201 var wtu = WebGLTestUtils;
202 var maxSize = getMaxViewportDimensions();
204 shouldBeTrue('maxSize[0] > 0');
205 shouldBeTrue('maxSize[1] > 0');
207 // test a small size to make sure it works at all.
208 test(16, 32);
210 // Make a canvas slightly larger than the max size WebGL can handle.
211 // From section 2.2 of the spec the WebGL implementation should allow this to work.
213 // test a size larger than MAX_VIEWPORT_DIMS in both dimensions
214 test(maxSize[0] + 32, 8);
216 debug("")
217 </script>
218 </body>
219 </html>