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<!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>
<canvas id="testbed" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description('Verify multisampled depth renderbuffers are initialized to 0 before being read in WebGL');
var gl = wtu.create3DContext("testbed", null, 2);
if (!gl) {
testFailed('canvas.getContext() failed');
} else {
// Set the clear color to green. It should never show up.
gl.clearColor(0, 1, 0, 1);
let c = gl.canvas;
var maxSamples = gl.getInternalformatParameter(
gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES)[0];
for (let i = 0; i < 2; ++i) {
// Non-multisampled tests
runTest(gl, {alloc1: {w: c.width, h: c.height, s: 0}, alloc2: null});
runTest(gl, {alloc1: null, alloc2: {w: c.width, h: c.height, s: 0}});
// Multisampled tests
runTest(gl, {alloc1: {w: c.width, h: c.height, s: maxSamples}, alloc2: null});
runTest(gl, {alloc1: null, alloc2: {w: c.width, h: c.height, s: maxSamples}});
// Tests for initially allocating at the wrong size.
// This is caused by a Qualcomm driver bug: http://crbug.com/696126
runTest(gl, {alloc1: {w: 5, h: 5, s: maxSamples}, alloc2: {w: c.width, h: c.height, s: maxSamples}});
}
// Testing buffer clearing won't change the clear values.
var clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
shouldBe("clearColor", "[0, 1, 0, 1]");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
}
function runTest(gl, params) {
debug("Test for depth buffer: " + JSON.stringify(params));
let resolve = params.alloc2 ? params.alloc2 : params.alloc1;
gl.viewport(0, 0, resolve.w, resolve.h);
wtu.checkCanvasRect(gl, 0, 0, resolve.w, resolve.h,
[0, 0, 0, 0],
"internal buffers have been initialized to 0");
gl.disable(gl.DEPTH_TEST);
// fill the back buffer so we know that reading below happens from
// the renderbuffer.
gl.clearDepth(0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Set up (color+depth) non-multisampled buffer to blit to and read back from.
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
var buffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, resolve.w, resolve.h);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer);
var depthBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, resolve.w, resolve.h);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
debug("Skip: framebuffer is allowed to be incomplete.");
return;
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
gl.clearDepth(0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
wtu.checkCanvasRect(gl, 0, 0, resolve.w, resolve.h,
[0, 255, 0, 255],
"user buffer has been cleared to green");
// Set up (depth-only) multisampled buffer to test.
var fbo_m = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_m);
var buffer_m = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, buffer_m);
if (params.alloc1) {
allocStorage(params.alloc1.w, params.alloc1.h, params.alloc1.s);
}
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, buffer_m);
if (params.alloc2) {
if (params.alloc1) {
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
debug("Skip: framebuffer is allowed to be incomplete.");
return;
}
// Clear the FBO in order to make sure framebufferRenderbuffer is
// committed. (In Firefox, framebufferRenderbuffer is deferred, so this
// is needed to trigger the bug.)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
allocStorage(params.alloc2.w, params.alloc2.h, params.alloc2.s);
}
function allocStorage(width, height, samples) {
gl.renderbufferStorageMultisample(
gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no error after renderbufferStorageMultisample(DEPTH_COMPONENT16).");
}
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
debug("Skip: framebuffer is allowed to be incomplete.");
return;
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
// Blit from multisampled buffer to non-multisampled buffer.
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_m);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo);
gl.clearDepth(0);
gl.clear(gl.DEPTH_BUFFER_BIT);
// Blit depth from fbo_m (should be default value of 1.0) to fbo (should be 0.0).
gl.blitFramebuffer(0, 0, resolve.w, resolve.h,
0, 0, resolve.w, resolve.h,
gl.DEPTH_BUFFER_BIT, gl.NEAREST);
// fbo depth should now be 1.0.
wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// Draw a blue quad (at clip z = 0.0, so depth = 0.5) (should pass the depth test: 0.5 < 1.0)
gl.depthFunc(gl.LESS);
gl.enable(gl.DEPTH_TEST);
wtu.setupColorQuad(gl);
wtu.setFloatDrawColor(gl, [0, 0, 1, 1]);
wtu.drawUnitQuad(gl);
wtu.checkCanvasRect(gl, 0, 0, resolve.w, resolve.h,
[0, 0, 255, 255]);
gl.deleteFramebuffer(fbo_m);
gl.deleteRenderbuffer(buffer_m);
gl.deleteFramebuffer(fbo);
gl.deleteRenderbuffer(buffer);
gl.canvas.width += 1;
gl.canvas.height += 1;
wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
debug('');
}
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>