--- a/dom/canvas/moz.build
+++ b/dom/canvas/moz.build
@@ -1,18 +1,18 @@
# -*- Mode: python; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40 -*-
# vim: set filetype=python:
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
TEST_DIRS += ['compiledtest']
-# Change the following line to avoid bug 1081323 (clobber after changing a manifest):
-# Add test for webglcontextcreationerror.
+# Change the following line(s) to avoid bug 1081323 (clobber after changing a manifest):
+# * Add a regression test for triangle-then-point rendering.
MOCHITEST_MANIFESTS += [
'test/crash/mochitest.ini',
'test/crossorigin/mochitest.ini',
'test/mochitest.ini',
'test/webgl-conf/generated-mochitest.ini',
'test/webgl-mochitest/mochitest.ini',
]
new file mode 100644
--- /dev/null
+++ b/dom/canvas/test/webgl-mochitest/regress/test_bug_1268096.html
@@ -0,0 +1,140 @@
+<!DOCTYPE HTML>
+<html>
+ <head>
+ <meta charset='UTF-8'/>
+ <script src='/tests/SimpleTest/SimpleTest.js'></script>
+ <link rel='stylesheet' href='/tests/SimpleTest/test.css'>
+ <script src='webgl-util.js'></script>
+ <script id='vs' type='x-shader/x-vertex'>
+
+attribute vec2 aPosition;
+
+void main(void) {
+ gl_PointSize = 16.0;
+ gl_Position = vec4(aPosition, 0, 1);
+}
+
+ </script>
+ <script id='fs' type='x-shader/x-fragment'>
+
+precision mediump float;
+
+uniform vec4 uColor;
+
+void main(void) {
+ gl_FragColor = uColor;
+}
+
+ </script>
+ </head>
+ <body>
+ <script>
+
+function GetPixel(gl, x, y) {
+ var pixel = new Uint8Array(4);
+ gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
+ return pixel;
+}
+
+function ColorStr(arr) {
+ return '{' + arr.map(function(x) { return '' + x; }).join(', ') + '}';
+}
+
+function PixelShouldBe(gl, x, y, ref, prefix) {
+ if (prefix) {
+ prefix += ': ';
+ }
+
+ var test = GetPixel(gl, x, y);
+
+ var testStr = ColorStr(test);
+ var refStr = ColorStr(ref.map(x => x * 255));
+ ok(testStr == refStr, prefix + 'Should be ' + refStr + ', was ' + testStr + '.');
+}
+
+function GetProgram(gl) {
+ var prog = WebGLUtil.createProgramByIds(gl, 'vs', 'fs');
+
+ prog.aPosition = gl.getAttribLocation(prog, 'aPosition');
+ ok(prog.aPosition >= 0, '`aPosition` should be valid.');
+
+ prog.uColor = gl.getUniformLocation(prog, 'uColor');
+ ok(prog.uColor, '`uColor` should be valid.');
+
+ return prog;
+}
+
+// Give ourselves a scope to return early from:
+(function () {
+ var c = document.createElement('canvas');
+ document.body.appendChild(c);
+ var gl = c.getContext('webgl', { depth: false, antialias: false });
+ if (!gl) {
+ todo(false, 'WebGL is unavailable.');
+ return;
+ }
+
+ ////////
+
+ // With default culling, it works fine.
+ // The problem seems to be that the virtual quads generated from points are wound 'backwards'.
+ gl.enable(gl.CULL_FACE);
+ gl.cullFace(gl.BACK); // Cull back faces.
+
+ ////////
+
+ var vertArr = new Float32Array([
+ -1, -1,
+ +1, -1,
+ -1, +1,
+ ]);
+
+ var vbo = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
+ gl.bufferData(gl.ARRAY_BUFFER, vertArr, gl.STATIC_DRAW);
+
+ ////////
+
+ var triProg = GetProgram(gl);
+ var pointProg = GetProgram(gl);
+ if (!triProg || !pointProg) {
+ ok(false, 'Program linking should succeed.');
+ return;
+ }
+
+ ok(triProg.aPosition == pointProg.aPosition, 'aPosition should match.');
+ gl.enableVertexAttribArray(triProg.aPosition);
+ gl.vertexAttribPointer(triProg.aPosition, 2, gl.FLOAT, false, 0, 0);
+
+ ////////
+
+ gl.useProgram(triProg);
+ var triColor = [1, 0, 0, 1];
+ gl.uniform4fv(triProg.uColor, triColor);
+
+ gl.useProgram(pointProg);
+ var pointColor = [0, 1, 0, 1];
+ gl.uniform4fv(pointProg.uColor, pointColor);
+
+ ////////
+
+ gl.clearColor(0, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ gl.useProgram(triProg);
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+
+ gl.useProgram(pointProg);
+ gl.drawArrays(gl.POINTS, 0, 3);
+
+ ////////
+
+ PixelShouldBe(gl, 32, 32, triColor, 'Tri');
+ PixelShouldBe(gl, 0, 0, pointColor, 'Point');
+
+ ok(true, 'Test complete');
+})();
+
+ </script>
+ </body>
+</html>