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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Invalidate Framebuffer Against WebGL 2</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>
<canvas id="canvas" width="20" height="20"> </canvas>
<script>
"use strict";
description("This tests invalidateFramebuffer and invalidateSubFramebuffer");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, { depth : true, stencil : false }, 2);
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("invalidate framebuffer.");
gl.clearColor(0, 0, 0, 0);
// setup framebuffer with depth attachment and multi-sampled color attachment
var fb_m = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb_m);
var rb_m = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb_m);
var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb_m);
// invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer
invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.RGBA8, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after attaching a multi-sampled renderbuffer to fbo.");
var rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
// invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer
invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
gl.clear(gl.DEPTH_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after attaching a renderbuffer to fbo.");
// in real world case, after some drawing, we can invalidate the depth attachment of the bound fbo
invalidation(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT);
// set up framebuffer to blit to and read back from
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
var buffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, canvas.width, canvas.height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after attaching a renderbuffer to fbo.");
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb_m);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb);
gl.blitFramebuffer(0, 0, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after bliting framebuffer.");
// invalidate the multi-sampled color attachment of the bound read framebuffer after blitFramebuffer.
invalidation(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT);
var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
gl.invalidateSubFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM],
"calling invalidateSubFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION.");
gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments]);
wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM],
"calling invalidateFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION.");
// invalidate the default framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
invalidation(gl.FRAMEBUFFER, gl.DEPTH, gl.STENCIL);
gl.deleteFramebuffer(fb_m);
gl.deleteRenderbuffer(rb_m);
gl.deleteRenderbuffer(rb);
gl.deleteFramebuffer(fb);
gl.deleteRenderbuffer(buffer);
}
function invalidation(target, valid_attachment, invalid_attachment) {
gl.invalidateSubFramebuffer(target, [invalid_attachment], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors.");
gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer should succeed.");
gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, -5, -5);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling invalidateSubFramebuffer should generate INVALID_VALUE if width < 0 or height < 0.");
gl.invalidateSubFramebuffer(target, [valid_attachment], -5, -5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored.");
gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 20, 20);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored.");
gl.invalidateFramebuffer(target, [invalid_attachment]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors.");
gl.invalidateFramebuffer(target, [valid_attachment]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer should succeed.");
}
function invalidateIncompleteAttachment(target, incomplete_attachment) {
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)",
"gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
gl.invalidateSubFramebuffer(target, [incomplete_attachment], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors");
gl.invalidateFramebuffer(target, [incomplete_attachment]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors.");
}
debug("");
var successfullyParsed = true;
</script>
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</body>
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