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Copyright (c) 2021 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.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL 2 Blend Integer Conformance Tests</title>
<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 id="outputVertexShader" type="x-shader/x-vertex">
#version 300 es
in vec4 vPosition;
void main()
{
gl_Position = vPosition;
}
</script>
<script id="outputFragmentShaderSigned" type="x-shader/x-fragment">
#version 300 es
layout(location = 1) out highp vec4 o_drawBuffer1;
layout(location = 2) out highp ivec4 o_drawBuffer2;
layout(location = 3) out highp vec4 o_drawBuffer3;
void main(void)
{
o_drawBuffer1 = vec4(0, 0, 0, 0);
o_drawBuffer2 = ivec4(0, 0, 0, 0);
o_drawBuffer3 = vec4(0, 0, 0, 0);
}
</script>
<script id="outputFragmentShaderUnsigned" type="x-shader/x-fragment">
#version 300 es
layout(location = 1) out highp vec4 o_drawBuffer1;
layout(location = 2) out highp uvec4 o_drawBuffer2;
layout(location = 3) out highp vec4 o_drawBuffer3;
void main(void)
{
o_drawBuffer1 = vec4(0, 0, 0, 0);
o_drawBuffer2 = uvec4(0, 0, 0, 0);
o_drawBuffer3 = vec4(0, 0, 0, 0);
}
</script>
<script>
"use strict";
description("This test verifies correct behavior of min/max blending operations on integer attachments.");
debug("");
const wtu = WebGLTestUtils;
const gl = wtu.create3DContext(null, undefined, 2);
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
debug("")
debug("GL_MIN");
runTest(false, gl.MIN);
runTest(true, gl.MIN);
debug("")
debug("GL_MAX");
runTest(false, gl.MAX);
runTest(true, gl.MAX);
}
function compareValue(value, attachment, isSigned) {
const pixel = isSigned ? new Int32Array(4) : new Uint32Array(4);
gl.readBuffer(attachment);
gl.readPixels(0, 0, 1, 1, gl.RGBA_INTEGER, isSigned ? gl.INT : gl.UNSIGNED_INT, pixel);
let pass = true;
for (let i = 0; i < 4; i++) {
if (value[i] != pixel[i]) {
testFailed(`Read value of channel ${i} should be ${pixel[i]}, was ${value[i]}.`);
pass = false;
}
}
return pass;
}
function runTest(isSigned, operation) {
gl.viewport(0, 0, 1, 1);
gl.disable(gl.BLEND);
const program = wtu.setupProgram(gl,
["outputVertexShader",
isSigned ? "outputFragmentShaderSigned" : "outputFragmentShaderUnsigned"],
['vPosition'], [0]);
const quadParameters = wtu.setupUnitQuad(gl, 0, 1);
// Setup render targets
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
const rb1 = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb1);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, 50, 50);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, rb1);
const rb2 = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb2);
gl.renderbufferStorage(gl.RENDERBUFFER, isSigned ? gl.RGBA32I : gl.RGBA32UI, 50, 50);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.RENDERBUFFER, rb2);
const rb3 = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb3);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, 50, 50);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.RENDERBUFFER, rb3);
gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2, gl.COLOR_ATTACHMENT3]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Pipeline setup complete.");
if (isSigned) {
const clearValue = new Int32Array([-1, 2, -3, 4]);
gl.clearBufferiv(gl.COLOR, 2, clearValue);
if (compareValue(clearValue, gl.COLOR_ATTACHMENT2, isSigned)) {
testPassed("Signed clear passed.");
} else {
testFailed("Signed clear failed.");
}
} else {
const clearValue = new Uint32Array([1, 2, 3, 4]);
gl.clearBufferuiv(gl.COLOR, 2, clearValue);
if (compareValue(clearValue, gl.COLOR_ATTACHMENT2, isSigned)) {
testPassed("Unsigned clear passed.");
} else {
testFailed("Unsigned clear failed.");
}
}
gl.blendEquation(operation);
gl.enable(gl.BLEND);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Draw complete.");
if (isSigned) {
const drawValue = new Int32Array([0, 0, 0, 0]);
if (compareValue(drawValue, gl.COLOR_ATTACHMENT2, isSigned)) {
testPassed("Signed draw passed.");
} else {
testFailed("Signed draw failed.");
}
} else {
const drawValue = new Uint32Array([0, 0, 0, 0]);
if (compareValue(drawValue, gl.COLOR_ATTACHMENT2, isSigned)) {
testPassed("Unsigned draw passed.");
} else {
testFailed("Unsigned draw failed.");
}
}
gl.deleteRenderbuffer(rb1);
gl.deleteRenderbuffer(rb2);
gl.deleteRenderbuffer(rb3);
gl.deleteFramebuffer(fb);
gl.deleteProgram(program);
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>