fune/testing/web-platform/tests/webcodecs/webgl-test-utils.js
Dale Curtis e6e20e222c Bug 1692641 [wpt PR 27619] - Add WebGL tex(Sub)Image(2D|3D) support for WebCodecs VideoFrames., a=testonly
Automatic update from web-platform-tests
Add WebGL tex(Sub)Image(2D|3D) support for WebCodecs VideoFrames.

This expands the same interfaces used for HTMLVideoElement with WebGL so
they work with the WebCodecs VideoFrame. This is pretty much an exact
clone of what we do for the video element, but condensed into one
function without the caching which happens in WebMediaPlayer's
longer-lived media::PaintCanvasVideoRenderer.

Bug: 1175907
Test: New WPT tests.
Change-Id: Id8604a35bd11e18e100360c2bdced1418598f1fa
Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/2692495
Commit-Queue: Dale Curtis <dalecurtis@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Dan Sanders <sandersd@chromium.org>
Reviewed-by: Jeremy Roman <jbroman@chromium.org>
Cr-Commit-Position: refs/heads/master@{#855425}

--

wpt-commits: e73ee12344b919c1c81c02fdec3a8c13ef7071e2
wpt-pr: 27619
2021-03-08 15:12:56 +00:00

321 lines
10 KiB
JavaScript

// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
WebGLTestUtils = (function() {
/**
* Converts a WebGL enum to a string
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} value The enum value.
* @return {string} The enum as a string.
*/
var glEnumToString = function(gl, value) {
for (var p in gl) {
if (gl[p] == value) {
return p;
}
}
return '0x' + value.toString(16);
};
var lastError = '';
/**
* Returns the last compiler/linker error.
* @return {string} The last compiler/linker error.
*/
var getLastError = function() {
return lastError;
};
// clang-format off
/**
* A vertex shader for a single texture.
* @type {string}
*/
var simpleTextureVertexShader = [
'attribute vec4 vPosition;', //
'attribute vec2 texCoord0;',
'varying vec2 texCoord;',
'void main() {',
' gl_Position = vPosition;',
' texCoord = texCoord0;',
'}'
].join('\n');
/**
* A fragment shader for a single texture.
* @type {string}
*/
var simpleTextureFragmentShader = [
'precision mediump float;',
'uniform sampler2D tex;',
'varying vec2 texCoord;',
'void main() {',
' gl_FragData[0] = texture2D(tex, texCoord);',
'}'
].join('\n');
// clang-format on
/**
* Creates a simple texture vertex shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleTextureVertexShader = function(gl) {
return loadShader(gl, simpleTextureVertexShader, gl.VERTEX_SHADER);
};
/**
* Creates a simple texture fragment shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @return {!WebGLShader}
*/
var setupSimpleTextureFragmentShader = function(gl) {
return loadShader(gl, simpleTextureFragmentShader, gl.FRAGMENT_SHADER);
};
/**
* Creates a program, attaches shaders, binds attrib locations, links the
* program and calls useProgram.
* @param {!Array.<!WebGLShader>} shaders The shaders to attach .
* @param {!Array.<string>} opt_attribs The attribs names.
* @param {!Array.<number>} opt_locations The locations for the attribs.
*/
var setupProgram = function(gl, shaders, opt_attribs, opt_locations) {
var realShaders = [];
var program = gl.createProgram();
for (var ii = 0; ii < shaders.length; ++ii) {
var shader = shaders[ii];
if (typeof shader == 'string') {
var element = document.getElementById(shader);
if (element) {
shader = loadShaderFromScript(gl, shader);
} else {
shader = loadShader(
gl, shader, ii ? gl.FRAGMENT_SHADER : gl.VERTEX_SHADER);
}
}
gl.attachShader(program, shader);
}
if (opt_attribs) {
for (var ii = 0; ii < opt_attribs.length; ++ii) {
gl.bindAttribLocation(
program, opt_locations ? opt_locations[ii] : ii, opt_attribs[ii]);
}
}
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
gl.deleteProgram(program);
return null;
}
gl.useProgram(program);
return program;
};
/**
* Creates a simple texture program.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture
* coords.
* @return {WebGLProgram}
*/
var setupSimpleTextureProgram = function(
gl, opt_positionLocation, opt_texcoordLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_texcoordLocation = opt_texcoordLocation || 1;
var vs = setupSimpleTextureVertexShader(gl);
var fs = setupSimpleTextureFragmentShader(gl);
if (!vs || !fs) {
return null;
}
var program = setupProgram(
gl, [vs, fs], ['vPosition', 'texCoord0'],
[opt_positionLocation, opt_texcoordLocation]);
if (!program) {
gl.deleteShader(fs);
gl.deleteShader(vs);
}
gl.useProgram(program);
return program;
};
/**
* Creates buffers for a textured unit quad and attaches them to vertex
* attribs.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture
* coords.
* @return {!Array.<WebGLBuffer>} The buffer objects that were
* created.
*/
var setupUnitQuad = function(gl, opt_positionLocation, opt_texcoordLocation) {
opt_positionLocation = opt_positionLocation || 0;
opt_texcoordLocation = opt_texcoordLocation || 1;
var objects = [];
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER, new Float32Array([
1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0,
-1.0, 0.0, 1.0, -1.0, 0.0
]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(opt_positionLocation);
gl.vertexAttribPointer(opt_positionLocation, 3, gl.FLOAT, false, 0, 0);
objects.push(vertexObject);
var vertexObject = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(
[1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(opt_texcoordLocation);
gl.vertexAttribPointer(opt_texcoordLocation, 2, gl.FLOAT, false, 0, 0);
objects.push(vertexObject);
return objects;
};
/**
* Creates a program and buffers for rendering a textured quad.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {number} opt_positionLocation The attrib location for position.
* @param {number} opt_texcoordLocation The attrib location for texture
* coords.
* @return {!WebGLProgram}
*/
var setupTexturedQuad = function(
gl, opt_positionLocation, opt_texcoordLocation) {
var program = setupSimpleTextureProgram(
gl, opt_positionLocation, opt_texcoordLocation);
setupUnitQuad(gl, opt_positionLocation, opt_texcoordLocation);
return program;
};
/**
* Draws a previously setup quad.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!Array.<number>} opt_color The color to fill clear with before
* drawing. A 4 element array where each element is in the range 0 to
* 255. Default [255, 255, 255, 255]
*/
var drawQuad = function(gl, opt_color) {
opt_color = opt_color || [255, 255, 255, 255];
gl.clearColor(
opt_color[0] / 255, opt_color[1] / 255, opt_color[2] / 255,
opt_color[3] / 255);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
/**
* Links a WebGL program, throws if there are errors.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {!WebGLProgram} program The WebGLProgram to link.
* @param {function(string): void) opt_errorCallback callback for errors.
*/
var linkProgram = function(gl, program, opt_errorCallback) {
// Link the program
gl.linkProgram(program);
// Check the link status
var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!linked) {
// something went wrong with the link
gl.deleteProgram(program);
return false;
}
return true;
};
/**
* Loads a shader.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLShader} The created shader.
*/
var loadShader =
function(gl, shaderSource, shaderType, opt_errorCallback) {
var errFn = opt_errorCallback || (_ => {});
// Create the shader object
var shader = gl.createShader(shaderType);
if (shader == null) {
errFn('*** Error: unable to create shader \'' + shaderSource + '\'');
return null;
}
// Load the shader source
gl.shaderSource(shader, shaderSource);
var err = gl.getError();
if (err != gl.NO_ERROR) {
errFn(
'*** Error loading shader \'' + shader +
'\':' + glEnumToString(gl, err));
return null;
}
// Compile the shader
gl.compileShader(shader);
// Check the compile status
var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
lastError = gl.getShaderInfoLog(shader);
errFn('*** Error compiling shader \'' + shader + '\':' + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* Loads shaders from source, creates a program, attaches the shaders and
* links.
* @param {!WebGLContext} gl The WebGLContext to use.
* @param {string} vertexShader The vertex shader.
* @param {string} fragmentShader The fragment shader.
* @param {function(string): void) opt_errorCallback callback for errors.
* @return {!WebGLProgram} The created program.
*/
var loadProgram = function(
gl, vertexShader, fragmentShader, opt_errorCallback) {
var program = gl.createProgram();
gl.attachShader(
program,
loadShader(gl, vertexShader, gl.VERTEX_SHADER, opt_errorCallback));
gl.attachShader(
program,
loadShader(gl, fragmentShader, gl.FRAGMENT_SHADER, opt_errorCallback));
return linkProgram(gl, program, opt_errorCallback) ? program : null;
};
return {
drawQuad: drawQuad,
getLastError: getLastError,
glEnumToString: glEnumToString,
loadProgram: loadProgram,
loadShader: loadShader,
setupProgram: setupProgram,
setupSimpleTextureFragmentShader: setupSimpleTextureFragmentShader,
setupSimpleTextureProgram: setupSimpleTextureProgram,
setupSimpleTextureVertexShader: setupSimpleTextureVertexShader,
setupTexturedQuad: setupTexturedQuad,
setupUnitQuad: setupUnitQuad,
};
}());