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1 <!doctype html> | |
2 <html> | |
3 <head> | |
4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |
5 <title>WebGL Uninitialized GL Resources Tests</title> | |
6 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
7 <script src="../resources/js-test-pre.js"></script> | |
8 <script src="resources/webgl-test.js"></script> | |
9 </head> | |
10 <body> | |
11 <div id="description"></div> | |
12 <div id="console"></div> | |
13 <canvas id="canvas" width="2" height="2"> </canvas> | |
14 <script> | |
15 description("Tests to check user code cannot access uninitialized data from GL r
esources."); | |
16 | |
17 var canvas = document.getElementById("canvas"); | |
18 var gl = create3DContext(canvas); | |
19 if (!gl) | |
20 testFailed("Context created."); | |
21 else | |
22 testPassed("Context created."); | |
23 | |
24 function setupTexture(texWidth, texHeight) { | |
25 var texture = gl.createTexture(); | |
26 gl.bindTexture(gl.TEXTURE_2D, texture); | |
27 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl
.UNSIGNED_BYTE, null); | |
28 | |
29 // this can be quite undeterministic so to improve odds of seeing uninitiali
zed data write bits | |
30 // into tex then delete texture then re-create one with same characteristics
(driver will likely reuse mem) | |
31 // with this trick on r59046 WebKit/OSX I get FAIL 100% of the time instead
of ~15% of the time. | |
32 | |
33 var badData = new Uint8Array(texWidth * texHeight * 4); | |
34 for (var i = 0; i < badData.length; ++i) | |
35 badData[i] = i % 255; | |
36 | |
37 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UN
SIGNED_BYTE, badData); | |
38 gl.finish(); // make sure it has been uploaded | |
39 | |
40 gl.deleteTexture(texture); | |
41 gl.finish(); // make sure it has been deleted | |
42 | |
43 var texture = gl.createTexture(); | |
44 gl.bindTexture(gl.TEXTURE_2D, texture); | |
45 return texture; | |
46 } | |
47 | |
48 function checkNonZeroPixels(texture, texWidth, texHeight, skipX, skipY, skipWidt
h, skipHeight, skipR, skipG, skipB, skipA) { | |
49 gl.bindTexture(gl.TEXTURE_2D, null); | |
50 var fb = gl.createFramebuffer(); | |
51 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
52 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,
texture, 0); | |
53 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLE
TE"); | |
54 | |
55 var data = new Uint8Array(texWidth * texHeight * 4); | |
56 gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, data); | |
57 | |
58 var k = 0; | |
59 for (var y = 0; y < texHeight; ++y) { | |
60 for (var x = 0; x < texWidth; ++x) { | |
61 var index = (y * texWidth + x) * 4; | |
62 if (x >= skipX && x < skipX + skipWidth && y >= skipY && y < skipY +
skipHeight) { | |
63 if (data[index] != skipR || data[index + 1] != skipG || data[ind
ex + 2] != skipB || data[index + 3] != skipA) { | |
64 testFailed("non-zero pixel values are wrong"); | |
65 return; | |
66 } | |
67 } else { | |
68 for (var i = 0; i < 4; ++i) { | |
69 if (data[index + i] != 0) | |
70 k++; | |
71 } | |
72 } | |
73 } | |
74 } | |
75 if (k) { | |
76 testFailed("Found " + k + " non-zero bytes"); | |
77 } else { | |
78 testPassed("All data initialized"); | |
79 } | |
80 } | |
81 | |
82 var width = 512; | |
83 var height = 512; | |
84 | |
85 debug(""); | |
86 debug("Reading an uninitialized texture (texImage2D) should succeed with all byt
es set to 0."); | |
87 | |
88 var tex = setupTexture(width, height); | |
89 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_
BYTE, null); | |
90 checkNonZeroPixels(tex, width, height, 0, 0, 0, 0, 0, 0, 0, 0); | |
91 gl.deleteTexture(tex); | |
92 gl.finish(); | |
93 glErrorShouldBe(gl, gl.NO_ERROR); | |
94 | |
95 debug(""); | |
96 debug("Reading an uninitialized portion of a texture (copyTexImage2D) should suc
ceed with all bytes set to 0."); | |
97 | |
98 var tex = setupTexture(width, height); | |
99 var fbo = gl.createFramebuffer(); | |
100 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | |
101 var rbo = gl.createRenderbuffer(); | |
102 gl.bindRenderbuffer(gl.RENDERBUFFER, rbo); | |
103 var fboWidth = 16; | |
104 var fboHeight = 16; | |
105 gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight); | |
106 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER
, rbo); | |
107 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE")
; | |
108 gl.clearColor(1.0, 0.0, 0.0, 1.0); | |
109 gl.clear(gl.COLOR_BUFFER_BIT); | |
110 glErrorShouldBe(gl, gl.NO_ERROR); | |
111 gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0); | |
112 checkNonZeroPixels(tex, width, height, 0, 0, fboWidth, fboHeight, 255, 0, 0, 255
); | |
113 gl.deleteTexture(tex); | |
114 gl.finish(); | |
115 glErrorShouldBe(gl, gl.NO_ERROR); | |
116 | |
117 debug(""); | |
118 debug("Reading an uninitialized portion of a texture (copyTexImage2D with negati
ve x and y) should succeed with all bytes set to 0."); | |
119 | |
120 var tex = setupTexture(width, height); | |
121 var fbo = gl.createFramebuffer(); | |
122 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | |
123 var rbo = gl.createRenderbuffer(); | |
124 gl.bindRenderbuffer(gl.RENDERBUFFER, rbo); | |
125 var fboWidth = 16; | |
126 var fboHeight = 16; | |
127 gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight); | |
128 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER
, rbo); | |
129 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE")
; | |
130 gl.clearColor(1.0, 0.0, 0.0, 1.0); | |
131 gl.clear(gl.COLOR_BUFFER_BIT); | |
132 glErrorShouldBe(gl, gl.NO_ERROR); | |
133 var x = -8; | |
134 var y = -8; | |
135 gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, x, y, width, height, 0); | |
136 checkNonZeroPixels(tex, width, height, -x, -y, fboWidth, fboHeight, 255, 0, 0, 2
55); | |
137 gl.deleteTexture(tex); | |
138 gl.finish(); | |
139 glErrorShouldBe(gl, gl.NO_ERROR); | |
140 | |
141 debug(""); | |
142 debug("Reading an uninitialized portion of a texture (copyTexImage2D from WebGL
internal fbo) should succeed with all bytes set to 0."); | |
143 | |
144 var tex = setupTexture(width, height); | |
145 gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
146 gl.clearColor(0.0, 1.0, 0.0, 0.0); | |
147 gl.clear(gl.COLOR_BUFFER_BIT); | |
148 glErrorShouldBe(gl, gl.NO_ERROR); | |
149 gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0); | |
150 checkNonZeroPixels(tex, width, height, 0, 0, canvas.width, canvas.height, 0, 255
, 0, 0); | |
151 gl.deleteTexture(tex); | |
152 gl.finish(); | |
153 glErrorShouldBe(gl, gl.NO_ERROR); | |
154 | |
155 //TODO: uninitialized vertex array buffer | |
156 //TODO: uninitialized vertex elements buffer | |
157 //TODO: uninitialized framebuffer? (implementations would need to do a GL clear
at first binding?) | |
158 //TODO: uninitialized renderbuffer? (implementations would need to do a GL clear
at first binding?) | |
159 //TODO: uninitialized uniform arrays? | |
160 | |
161 debug(""); | |
162 successfullyParsed = true; | |
163 </script> | |
164 <script src="../resources/js-test-post.js"></script> | |
165 </body> | |
166 </html> | |
167 | |
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