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webgl: Implement multiple calls and improve error detection
This commit implements WebGL's: * cullFace * frontFace * enable * disable * depthMask * colorMask * clearDepth * clearStencil * depthFunc * depthRange * hint * lineWidth * pixelStorei * polygonOffset * texParameteri * texParameterf * texImage2D (partially) It inlines a lot of OpenGL calls to keep the file `components/canvas/webgl_paint_task.rs` as small as possible while keeping readability. It also improves error detection on previous calls, and sets node damage on the canvas in the drawing calls. It adds a `TexImage2D` reftest, even though it's not enabled because: * WebGL paints the image when it loads (asynchronously), so the reftest doesn't wait for it and it finishes early * If we change the source for the base64 src of the image it works as expected in non-headless mode, but the test harness locks
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12 changed files with 763 additions and 226 deletions
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@ -378,6 +378,7 @@ experimental == viewport_rule.html viewport_rule_ref.html
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== webgl-context/clearcolor.html webgl-context/clearcolor_ref.html
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== webgl-context/draw_arrays_simple.html webgl-context/draw_arrays_simple_ref.html
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== webgl-context/tex_image_2d_simple.html webgl-context/tex_image_2d_simple_ref.html
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flaky_macos == white_space_intrinsic_sizes_a.html white_space_intrinsic_sizes_ref.html
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== whitespace_nowrap_a.html whitespace_nowrap_ref.html
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BIN
tests/ref/webgl-context/img/rust-logo-256x256.png
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BIN
tests/ref/webgl-context/img/rust-logo-256x256.png
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After Width: | Height: | Size: 36 KiB |
112
tests/ref/webgl-context/tex_image_2d_simple.html
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112
tests/ref/webgl-context/tex_image_2d_simple.html
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@ -0,0 +1,112 @@
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<!doctype html>
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<html class="reftest-wait">
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<meta charset="utf-8">
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<title>WebGL texture test</title>
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<!--
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This test should show a 256x256 rust logo
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-->
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<style>
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html, body { margin: 0 }
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</style>
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<canvas id="c" width="256" height="256"></canvas>
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<script id="vertex_shader" type="x-shader/x-vertex">
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attribute vec2 a_texCoord;
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attribute vec2 a_position;
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varying vec2 v_texCoord;
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void main() {
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gl_Position = vec4(a_position, 0, 1);
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v_texCoord = a_texCoord;
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}
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</script>
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<script id="fragment_shader" type="x-shader/x-fragment">
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uniform sampler2D u_image;
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varying vec2 v_texCoord;
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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}
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</script>
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<script>
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var gl = document.getElementById('c').getContext('webgl');
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// Clear white
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gl.clearColor(1, 1, 1, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Create the program
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var vertex_shader = gl.createShader(gl.VERTEX_SHADER),
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fragment_shader = gl.createShader(gl.FRAGMENT_SHADER),
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program = gl.createProgram();
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gl.shaderSource(vertex_shader,
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document.getElementById('vertex_shader').textContent);
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gl.shaderSource(fragment_shader,
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document.getElementById('fragment_shader').textContent);
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gl.compileShader(vertex_shader);
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gl.compileShader(fragment_shader);
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gl.attachShader(program, vertex_shader);
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gl.attachShader(program, fragment_shader);
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console.log(gl.getShaderInfoLog(vertex_shader));
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console.log(gl.getShaderInfoLog(fragment_shader));
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gl.linkProgram(program);
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gl.useProgram(program);
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// Get the position from the fragment shader
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var position = gl.getAttribLocation(program, "a_position");
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var tex_position = gl.getAttribLocation(program, "a_texCoord");
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var texture_coordinates = new Float32Array([
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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]);
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var texture_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texture_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, texture_coordinates, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(tex_position);
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gl.vertexAttribPointer(tex_position, 2, gl.FLOAT, false, 0, 0);
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var square_data = new Float32Array([
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-1.0, 1.0, // top left
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1.0, 1.0, // top right
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-1.0, -1.0, // bottom left
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-1.0, -1.0, // bottom left
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1.0, 1.0, // top right
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1.0, -1.0 // bottom right
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]);
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// Create a buffer for the square with the square
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// vertex data
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var square_buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, square_buffer);
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gl.bufferData(gl.ARRAY_BUFFER, square_data, gl.STATIC_DRAW);
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gl.enableVertexAttribArray(position);
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gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
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// Load the texture and draw
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var image = new Image();
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image.width = image.height = 256;
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// Base-64 to allow the reftest to finish
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image.src = "img/rust-logo-256x256.png";
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image.onload = function () {
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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console.log(gl.getError() == gl.NO_ERROR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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document.documentElement.classList.remove("reftest-wait");
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}
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</script>
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</html>
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10
tests/ref/webgl-context/tex_image_2d_simple_ref.html
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10
tests/ref/webgl-context/tex_image_2d_simple_ref.html
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<!doctype html>
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<meta charset="utf-8">
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<title>WebGL texture test</title>
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<!--
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This test should show a 256x256 rust logo
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-->
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<style>
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html, body { margin: 0 }
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</style>
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<img src="img/rust-logo-256x256.png">
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