blob: b15e1386c7e3b75a68ae08824c83822923daa2b0 [file] [log] [blame]
<!--
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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
var gl;
var fbo;
var depthBuffer;
var stencilBuffer;
var depthStencilBuffer;
var colorBuffer;
var width;
var height;
var ALLOW_COMPLETE = 0x01;
var ALLOW_UNSUPPORTED = 0x02;
var ALLOW_INCOMPLETE_ATTACHMENT = 0x04;
function checkFramebufferForAllowedStatuses(allowedStatuses)
{
// If the framebuffer is in an error state for multiple reasons,
// we can't guarantee which one will be reported.
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
var statusAllowed = ((allowedStatuses & ALLOW_COMPLETE) && (status == gl.FRAMEBUFFER_COMPLETE)) ||
((allowedStatuses & ALLOW_UNSUPPORTED) && (status == gl.FRAMEBUFFER_UNSUPPORTED)) ||
((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) && (status == gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) returned " + status;
if (statusAllowed)
testPassed(msg);
else
testFailed(msg);
}
function checkBufferBits(attachment0, attachment1)
{
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
return;
var haveDepthBuffer = attachment0 == gl.DEPTH_ATTACHMENT ||
attachment0 == gl.DEPTH_STENCIL_ATTACHMENT ||
attachment1 == gl.DEPTH_ATTACHMENT ||
attachment1 == gl.DEPTH_STENCIL_ATTACHMENT;
var haveStencilBuffer = attachment0 == gl.STENCIL_ATTACHMENT ||
attachment0 == gl.DEPTH_STENCIL_ATTACHMENT ||
attachment1 == gl.STENCIL_ATTACHMENT ||
attachment1 == gl.DEPTH_STENCIL_ATTACHMENT;
shouldBeTrue("gl.getParameter(gl.RED_BITS) + gl.getParameter(gl.GREEN_BITS) + gl.getParameter(gl.BLUE_BITS) + gl.getParameter(gl.ALPHA_BITS) >= 16");
if (haveDepthBuffer)
shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) >= 16");
else
shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) == 0");
if (haveStencilBuffer)
shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) >= 8");
else
shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) == 0");
}
function testAttachment(attachment, buffer, allowedStatuses)
{
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
checkFramebufferForAllowedStatuses(allowedStatuses);
if ((allowedStatuses & ALLOW_COMPLETE) == 0) {
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4));
wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
}
checkBufferBits(attachment);
gl.deleteFramebuffer(fbo);
}
function testAttachments(attachment0, buffer0, attachment1, buffer1, allowedStatuses)
{
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
checkFramebufferForAllowedStatuses(allowedStatuses);
checkBufferBits(attachment0, attachment1);
gl.deleteFramebuffer(fbo);
}
function testColorRenderbuffer(internalformat, allowedStatuses)
{
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, allowedStatuses);
}
function testDepthStencilRenderbuffer(allowedStatuses)
{
shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
// renderbuffer will report 2 for its width when queried.
if (!(height == 0 && width > 0))
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width");
if (!(width == 0 && height > 0))
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0");
shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0");
// Avoid verifying these for zero-sized renderbuffers for the time
// being since it appears that even OpenGL doesn't guarantee them.
if (width > 0 && height > 0) {
shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0");
shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0");
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatuses);
testDepthStencilDepthStencil();
}
function testDepthStencilDepthStencil()
{
if (!width || !height) {
return;
}
var tests = [
{ firstFormat: gl.DEPTH_COMPONENT16,
firstAttach: gl.DEPTH_ATTACHMENT,
secondFormat: gl.DEPTH_STENCIL,
secondAttach: gl.DEPTH_STENCIL_ATTACHMENT
},
{ firstFormat: gl.DEPTH_STENCIL,
firstAttach: gl.DEPTH_STENCIL_ATTACHMENT,
secondFormat: gl.DEPTH_COMPONENT16,
secondAttach: gl.DEPTH_ATTACHMENT
}
];
for (var ii = 0; ii < tests.length; ++ii) {
var test = tests[ii];
for (var jj = 0; jj < 2; ++jj) {
var fbo = gl.createFramebuffer();
var tex = gl.createTexture();
var firstRb = gl.createRenderbuffer();
debug("");
debug("test: " + wtu.glEnumToString(gl, test.firstFormat) + " vs " + wtu.glEnumToString(gl, test.secondFormat) + " with " + (jj ? "unbind" : "delete"));
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// attach texture as color
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
// attach first
gl.bindRenderbuffer(gl.RENDERBUFFER, firstRb);
gl.renderbufferStorage(gl.RENDERBUFFER, test.firstFormat, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.firstAttach, gl.RENDERBUFFER, firstRb);
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
gl.enable(gl.DEPTH_TEST);
var program = wtu.setupColorQuad(gl);
// Test it works
wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]); // should not draw since DEPTH_FUNC == LESS
wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
var secondRb = gl.createRenderbuffer();
// attach second
gl.bindRenderbuffer(gl.RENDERBUFFER, secondRb);
gl.renderbufferStorage(gl.RENDERBUFFER, test.secondFormat, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, secondRb);
if (jj == 0) {
// now delete it
debug("test deleting second renderbuffer");
gl.deleteRenderbuffer(secondRb);
} else {
// unbind it
debug("test unbinding second renderbuffer");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, null);
}
// If the first attachment is not restored this may fail
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// If the first attachment is not restored this may fail.
gl.clear(gl.DEPTH_BUFFER_BIT);
wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]); // should not draw since DEPTH_FUNC == LESS
wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
gl.disable(gl.DEPTH_TEST);
if (jj == 1) {
gl.deleteRenderbuffer(secondRb);
}
gl.deleteRenderbuffer(secondRb);
gl.deleteFramebuffer(fbo);
}
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
}
description("Test framebuffer object attachment behaviors");
shouldBeNonNull("gl = wtu.create3DContext()");
function testFramebufferRequiredCombinations() {
debug("Checking combinations of framebuffer attachments required to be valid");
// Per discussion with the OpenGL ES working group, the following framebuffer attachment
// combinations are required to work in all WebGL implementations:
// 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
// 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
// 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
var width = 64;
var height = 64;
// 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
checkBufferBits();
// 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
checkBufferBits(gl.DEPTH_ATTACHMENT);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
// 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT);
// Clean up
gl.deleteRenderbuffer(renderbuffer);
gl.deleteTexture(texture);
gl.deleteFramebuffer(fbo);
}
testFramebufferRequiredCombinations();
for (width = 0; width <= 2; width += 2)
{
for (height = 0; height <= 2; height += 2)
{
debug("");
debug("Dimensions " + width + " x " + height);
debug("Create renderbuffers");
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var allowedStatusForGoodCase
= (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
// some cases involving stencil seem to be implementation-dependent
var allowedStatusForImplDependentCase = allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
debug("Attach depth using DEPTH_ATTACHMENT");
testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForGoodCase);
debug("Attach depth using STENCIL_ATTACHMENT");
testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
debug("Attach depth using DEPTH_STENCIL_ATTACHMENT");
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
debug("Attach stencil using STENCIL_ATTACHMENT");
testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForImplDependentCase);
debug("Attach stencil using DEPTH_ATTACHMENT");
testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT");
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT");
testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForGoodCase);
debug("Attach depthStencil using DEPTH_ATTACHMENT");
testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
debug("Attach depthStencil using STENCIL_ATTACHMENT");
testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
var allowedStatusForConflictedAttachment
= (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
: ALLOW_UNSUPPORTED;
debug("Attach depth, then stencil, causing conflict");
testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
debug("Attach stencil, then depth, causing conflict");
testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
debug("Attach depth, then depthStencil, causing conflict");
testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
debug("Attach depthStencil, then depth, causing conflict");
testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
debug("Attach stencil, then depthStencil, causing conflict");
testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
debug("Attach depthStencil, then stencil, causing conflict");
testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
debug("Attach color renderbuffer with internalformat == RGBA4");
testColorRenderbuffer(gl.RGBA4, allowedStatusForGoodCase);
debug("Attach color renderbuffer with internalformat == RGB5_A1");
testColorRenderbuffer(gl.RGB5_A1, allowedStatusForGoodCase);
debug("Attach color renderbuffer with internalformat == RGB565");
testColorRenderbuffer(gl.RGB565, allowedStatusForGoodCase);
debug("Create and attach depthStencil renderbuffer");
testDepthStencilRenderbuffer(allowedStatusForGoodCase);
}
}
// Determine if we can attach both color and depth or color and depth_stencil
var depthFormat;
var depthAttachment;
function checkValidColorDepthCombination() {
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
return tryDepth(gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) || tryDepth(gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT);
function tryDepth(try_format, try_attachment) {
if (depthAttachment) {
// If we've tried once unattach the old one.
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, null);
}
depthFormat = try_format;
depthAttachment = try_attachment;
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
}
}
if (checkValidColorDepthCombination()) {
testFramebufferIncompleteDimensions();
testFramebufferIncompleteAttachment();
testFramebufferIncompleteMissingAttachment();
testUsingIncompleteFramebuffer();
testReadingFromMissingAttachment();
testBindRenderbufferBeforeFramebufferAttach();
}
function checkFramebuffer(expected) {
var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) should be " + wtu.glEnumToString(gl, expected) + " was " + wtu.glEnumToString(gl, actual);
if (expected != gl.FRAMEBUFFER_COMPLETE) {
msg += " or FRAMEBUFFER_UNSUPPORTED";
}
if (actual == expected ||
(expected != gl.FRAMEBUFFER_COMPLETE &&
actual == gl.FRAMBUFFER_UNSUPPORTED)) {
testPassed(msg);
} else {
testFailed(msg);
}
}
function testUsingIncompleteFramebuffer() {
debug("");
debug("Test drawing or reading from an incomplete framebuffer");
var program = wtu.setupTexturedQuad(gl);
var tex = gl.createTexture();
wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]);
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
// We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES 2.0
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
debug("");
debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
testRenderingAndReading();
shouldBeNonNull("fbo2 = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
debug("");
debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
testRenderingAndReading();
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
debug("");
debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
testRenderingAndReading();
function testRenderingAndReading() {
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
wtu.clearAndDrawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer");
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer");
// copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
// the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
// the framebuffer is not of a compatible type.
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexImage2D from incomplete framebuffer");
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0);
wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexSubImage2D from incomplete framebuffer");
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer");
}
}
function testFramebufferIncompleteAttachment() {
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
debug("");
debug("Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
debug("");
debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
}
function testFramebufferIncompleteMissingAttachment() {
debug("");
debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
}
function testFramebufferIncompleteDimensions() {
debug("");
debug("Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5)");
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
return;
}
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
}
function testReadingFromMissingAttachment() {
debug("");
debug("Test drawing or reading from a missing framebuffer attachment");
shouldBeNonNull("fbo = gl.createFramebuffer()");
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
var size = 16;
// The only scenario we can verify is an attempt to read or copy
// from a missing color attachment while the framebuffer is still
// complete.
shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth renderbuffer setup");
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
debug("Unable to allocate a framebuffer with just a depth attachment; this is legal");
// Try just a depth/stencil renderbuffer
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, size, size);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth+stencil renderbuffer setup");
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
debug("Unable to allocate a framebuffer with just a depth+stencil attachment; this is legal");
return;
}
}
// The FBO has no color attachment. ReadPixels, CopyTexImage2D,
// and CopyTexSubImage2D should all generate INVALID_OPERATION.
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before ReadPixels from missing attachment");
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After ReadPixels from missing attachment");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexImage2D from missing attachment");
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, size, size, 0);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexImage2D from missing attachment");
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexSubImage2D from missing attachment");
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexSubImage2D from missing attachment");
}
// [OpenGL ES 2.0.25] Section 4.4.3 page 112
// [OpenGL ES 3.0.2] Section 4.4.2 page 201
// 'renderbuffer' must be either zero or the name of an existing renderbuffer object of
// type 'renderbuffertarget', otherwise an INVALID_OPERATION error is generated.
function testBindRenderbufferBeforeFramebufferAttach() {
debug("");
debug("Test calling framebufferRenderbuffer before bindRenderbuffer.");
let fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
let attachmentTypes = [
gl.COLOR_ATTACHMENT0,
gl.DEPTH_ATTACHMENT,
gl.STENCIL_ATTACHMENT,
gl.DEPTH_STENCIL_ATTACHMENT
];
attachmentTypes.forEach(function(attachmentType) {
let strAttachmentType = wtu.glEnumToString(gl, attachmentType);
debug("");
debug("Testing " + strAttachmentType);
let rbo = gl.createRenderbuffer();
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentType, gl.RENDERBUFFER, rbo);
wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bindRenderbuffer must be called before attachment to " + strAttachmentType);
shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl." + strAttachmentType + ", gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, attachmentType, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "Only OBJECT_TYPE can be queried when no image is attached");
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentType, gl.RENDERBUFFER, null);
gl.deleteRenderbuffer(rbo);
});
gl.deleteFramebuffer(fbo);
}
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>