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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 pos;
attribute vec4 colorIn;
varying vec4 color;
void main()
{
color = colorIn;
gl_Position = vec4(pos.xyz, 1.0);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
</script>
<script>
"use strict";
// These four declarations need to be global for "shouldBe" to see them
var wtu = WebGLTestUtils;
var gl;
var contextAttribs = null;
var redChannels = [0, 0, 0];
var correctColor = null;
var framebuffer;
var fbHasColor;
var fbHasDepth;
var fbHasStencil;
var contextVersion = wtu.getDefault3DContextVersion();
function init()
{
description('Verify WebGLContextAttributes are working as specified, including alpha, depth, stencil, antialias, but not premultipliedAlpha');
runTest();
}
var vertices = 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]);
var colors = new Uint8Array([
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255,
255, 0, 0, 255]);
function getWebGL(canvasWidth, canvasHeight, contextAttribs, clearColor, clearDepth, clearStencil)
{
var canvas = document.createElement("canvas");
if (!canvas)
return null;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
gl = wtu.create3DContext(canvas, contextAttribs, contextVersion);
if (!gl)
return null;
var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["pos", "colorIn"]);
if (!program)
return null;
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.STENCIL_TEST);
gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
gl.clearDepth(clearDepth);
gl.clearStencil(clearStencil);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.canvas.width, gl.canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
fbHasStencil = false;
fbHasDepth = false;
fbHasColor = gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
if (fbHasColor) {
var depthStencil = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencil);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, gl.canvas.width, gl.canvas.height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencil);
fbHasDepth = gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
if (!fbHasDepth) {
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
} else {
fbHasStencil = true;
}
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
var colorOffset = vertices.byteLength;
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, colorOffset + colors.byteLength, gl.STATIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
gl.bufferSubData(gl.ARRAY_BUFFER, colorOffset, colors);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 0, colorOffset);
gl.enableVertexAttribArray(1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors");
return gl;
}
function draw(gl, verticesCount)
{
verticesCount = verticesCount || vertices.length / 3;
gl.drawArrays(gl.TRIANGLES, 0, verticesCount);
}
function checkDraw(hasAlpha, hasStencil, hasDepth, hasAntialias)
{
let red = [255, 0, 0, 255 ];
let black = [0, 0, 0, hasAlpha ? 0 : 255 ];
debug(`Testing that stencil ${ hasStencil ? 'affects': 'does not affect'} the rendering.`);
gl.stencilFunc(gl.NEVER, 1, 1);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
draw(gl);
correctColor = hasStencil ? black : red;
wtu.checkCanvas(gl, correctColor)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
wtu.checkCanvas(gl, black);
gl.stencilFunc(gl.ALWAYS, 1, 1);
debug(`Testing that depth ${ hasDepth ? 'affects': 'does not affect'} the rendering.`);
gl.depthFunc(gl.NEVER);
draw(gl);
correctColor = hasDepth ? black : red;
wtu.checkCanvas(gl, correctColor);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
wtu.checkCanvas(gl, black);
gl.depthFunc(gl.ALWAYS);
debug(`Testing that rendering is ${hasAntialias ? 'antialiased' : 'aliased'}.`);
draw(gl, 3);
let N = 2;
let buf = new Uint8Array(N * N * 4);
gl.readPixels(0, 0, N, N, gl.RGBA, gl.UNSIGNED_BYTE, buf);
redChannels[0] = buf[4 * (N + 1)]; // (1, 1)
redChannels[1] = buf[4 * N * (N - 1)]; // left top
redChannels[2] = buf[4 * (N - 1)]; // right bottom
shouldBe("redChannels[1]", "255");
shouldBe("redChannels[2]", "0");
if (hasAntialias) {
shouldNotBe("redChannels[0]", "255");
shouldNotBe("redChannels[0]", "0");
} else {
shouldBeTrue("redChannels[0] == 255 || redChannels[0] == 0");
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
wtu.checkCanvas(gl, black);
debug("Testing that rendering works.");
draw(gl);
wtu.checkCanvas(gl, red);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
wtu.checkCanvas(gl, black);
}
function testDefault()
{
debug("Testing default attributes: { stencil:false }");
shouldBeNonNull("gl = getWebGL(1, 1, null, [ 0, 0, 0, 0 ], 1, 0)");
shouldBeFalse("gl.getContextAttributes().stencil");
shouldBe("gl.getParameter(gl.STENCIL_BITS)", "0");
}
function testAttributesAffectContext(alpha, stencil, depth, antialias)
{
shouldBeNonNull(`gl = getWebGL(2, 2, { depth: ${depth}, stencil: ${stencil}, antialias: ${antialias}, alpha: ${alpha} }, [ 0, 0, 0, 0 ], 1, 0)`);
shouldBeNonNull("contextAttribs = gl.getContextAttributes()");
shouldBeGreaterThanOrEqual("gl.getParameter(gl.RED_BITS)", "8");
shouldBeGreaterThanOrEqual("gl.getParameter(gl.GREEN_BITS)", "8");
shouldBeGreaterThanOrEqual("gl.getParameter(gl.BLUE_BITS)", "8");
shouldBe("contextAttribs.alpha", "" + alpha);
if (contextVersion < 2) {
if (!stencil)
shouldBeFalse("contextAttribs.stencil");
else
stencil = contextAttribs.stencil;
if (!depth)
shouldBeFalse("contextAttribs.depth");
else
depth = contextAttribs.depth;
if (!antialias)
shouldBeFalse("contextAttribs.antialias");
else
antialias = contextAttribs.antialias;
} else {
shouldBe("contextAttribs.stencil", "" + stencil);
shouldBe("contextAttribs.depth", "" + depth);
shouldBe("contextAttribs.antialias", "" + antialias);
}
if (alpha)
shouldBeGreaterThanOrEqual("gl.getParameter(gl.ALPHA_BITS)", "8");
else
shouldBe("gl.getParameter(gl.ALPHA_BITS)", "0");
if (stencil)
shouldBeGreaterThanOrEqual("gl.getParameter(gl.STENCIL_BITS)", "8");
else
shouldBe("gl.getParameter(gl.STENCIL_BITS)", "0");
if (depth)
shouldBeGreaterThanOrEqual("gl.getParameter(gl.DEPTH_BITS)", "16");
else
shouldBe("gl.getParameter(gl.DEPTH_BITS)", "0");
var correctColor = alpha ? [0, 0, 0, 0] : [0, 0, 0, 255];
wtu.checkCanvas(gl, correctColor);
debug("Testing default framebuffer.");
checkDraw(alpha, stencil, depth, antialias);
if (fbHasColor) {
debug("Testing bound framebuffer object.");
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
checkDraw(true, fbHasStencil, fbHasDepth, false);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
}
function runTest()
{
testDefault();
let cases = [false, true];
for (let alpha of cases) {
for (let stencil of cases) {
for (let depth of cases) {
for (let antialias of cases) {
testAttributesAffectContext(alpha, stencil, depth, antialias);
}
}
}
}
finishTest();
}
</script>
</head>
<body onload="init()">
<div id="description"></div>
<div id="console"></div>
</body>
</html>