234 lines
9.0 KiB
HTML
234 lines
9.0 KiB
HTML
<!doctype html>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>WebGL Uninitialized GL Resources Tests</title>
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<script src="../../../resources/js-test.js"></script>
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<script src="resources/webgl-test.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="canvas" width="2" height="2"> </canvas>
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<script>
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description("Tests to check user code cannot access uninitialized data from GL resources.");
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var canvas = document.getElementById("canvas");
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var gl = create3DContext(canvas);
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if (!gl)
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testFailed("Context created.");
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else
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testPassed("Context created.");
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function setupTexture(texWidth, texHeight) {
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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// this can be quite undeterministic so to improve odds of seeing uninitialized data write bits
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// into tex then delete texture then re-create one with same characteristics (driver will likely reuse mem)
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// with this trick on r59046 WebKit/OSX I get FAIL 100% of the time instead of ~15% of the time.
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var badData = new Uint8Array(texWidth * texHeight * 4);
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for (var i = 0; i < badData.length; ++i)
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badData[i] = i % 255;
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
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gl.finish(); // make sure it has been uploaded
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gl.deleteTexture(texture);
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gl.finish(); // make sure it has been deleted
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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return texture;
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}
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function checkNonZeroPixels(texture, texWidth, texHeight, skipX, skipY, skipWidth, skipHeight, skipR, skipG, skipB, skipA) {
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gl.bindTexture(gl.TEXTURE_2D, null);
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var fb = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
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var data = new Uint8Array(texWidth * texHeight * 4);
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gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, data);
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var k = 0;
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for (var y = 0; y < texHeight; ++y) {
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for (var x = 0; x < texWidth; ++x) {
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var index = (y * texWidth + x) * 4;
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if (x >= skipX && x < skipX + skipWidth && y >= skipY && y < skipY + skipHeight) {
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if (data[index] != skipR || data[index + 1] != skipG || data[index + 2] != skipB || data[index + 3] != skipA) {
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testFailed("non-zero pixel values are wrong");
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return;
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}
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} else {
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for (var i = 0; i < 4; ++i) {
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if (data[index + i] != 0)
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k++;
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}
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}
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}
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}
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if (k) {
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testFailed("Found " + k + " non-zero bytes");
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} else {
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testPassed("All data initialized");
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}
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}
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var width = 512;
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var height = 512;
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debug("");
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debug("Reading an uninitialized texture (texImage2D) should succeed with all bytes set to 0.");
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var tex = setupTexture(width, height);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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checkNonZeroPixels(tex, width, height, 0, 0, 0, 0, 0, 0, 0, 0);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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debug("");
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debug("Reading an uninitialized portion of a texture (copyTexImage2D) should succeed with all bytes set to 0.");
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var tex = setupTexture(width, height);
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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var rbo = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
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var fboWidth = 16;
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var fboHeight = 16;
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
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shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0);
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checkNonZeroPixels(tex, width, height, 0, 0, fboWidth, fboHeight, 255, 0, 0, 255);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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debug("");
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debug("Reading an uninitialized portion of a texture (copyTexImage2D with negative x and y) should succeed with all bytes set to 0.");
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var tex = setupTexture(width, height);
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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var rbo = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
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var fboWidth = 16;
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var fboHeight = 16;
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
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shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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glErrorShouldBe(gl, gl.NO_ERROR);
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var x = -8;
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var y = -8;
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, x, y, width, height, 0);
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checkNonZeroPixels(tex, width, height, -x, -y, fboWidth, fboHeight, 255, 0, 0, 255);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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debug("");
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debug("Reading an uninitialized portion of a texture (copyTexImage2D from WebGL internal fbo) should succeed with all bytes set to 0.");
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var tex = setupTexture(width, height);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clearColor(0.0, 1.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0);
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checkNonZeroPixels(tex, width, height, 0, 0, canvas.width, canvas.height, 0, 255, 0, 0);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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debug("");
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debug("Reading an uninitialized portion of a texture (copyTexSubImage2D) should succeed with all bytes set to 0.");
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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glErrorShouldBe(gl, gl.NO_ERROR);
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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var rbo = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
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var fboWidth = 16;
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var fboHeight = 16;
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
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shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
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checkNonZeroPixels(tex, width, height, 0, 0, fboWidth, fboHeight, 255, 0, 0, 255);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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debug("");
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debug("Reading an uninitialized portion of a texture (copyTexSubImage2D with negative x and y) should succeed with all bytes set to 0.");
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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glErrorShouldBe(gl, gl.NO_ERROR);
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var fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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var rbo = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
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var fboWidth = 16;
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var fboHeight = 16;
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, fboWidth, fboHeight);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo);
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shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
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gl.clearColor(1.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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glErrorShouldBe(gl, gl.NO_ERROR);
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var x = -8;
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var y = -8;
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gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, width, height);
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checkNonZeroPixels(tex, width, height, -x, -y, fboWidth, fboHeight, 255, 0, 0, 255);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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debug("");
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debug("Reading an uninitialized portion of a texture (copyTexSubImage2D from WebGL internal fbo) should succeed with all bytes set to 0.");
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clearColor(0.0, 1.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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glErrorShouldBe(gl, gl.NO_ERROR);
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gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
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checkNonZeroPixels(tex, width, height, 0, 0, canvas.width, canvas.height, 0, 255, 0, 0);
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gl.deleteTexture(tex);
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gl.finish();
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glErrorShouldBe(gl, gl.NO_ERROR);
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//TODO: uninitialized vertex array buffer
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//TODO: uninitialized vertex elements buffer
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//TODO: uninitialized framebuffer? (implementations would need to do a GL clear at first binding?)
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//TODO: uninitialized renderbuffer? (implementations would need to do a GL clear at first binding?)
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//TODO: uninitialized uniform arrays?
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debug("");
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</script>
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</body>
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</html>
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