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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Textures Misc Tests: "Stuck" Depth Textures</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>
<script id="draw-vs" type="x-shader/x-vertex">#version 100
attribute vec3 vertex;
void main () {
gl_Position = vec4(vertex.x, vertex.y, vertex.z * 2.0 - 1.0, 1);
}
</script>
<script id="draw-fs" type="x-shader/x-fragment">#version 100
void main () {
gl_FragColor = vec4 (1.);
}
</script>
<script id="blit-vs" type="x-shader/x-vertex">#version 100
attribute vec2 vertex;
varying vec2 position;
void main () {
position = vertex * .5 + .5;
gl_Position = vec4(vertex, 0, 1);
}
</script>
<script id="blit-fs" type="x-shader/x-fragment">#version 100
precision mediump float;
uniform sampler2D texture;
varying vec2 position;
void main () {
gl_FragColor = vec4 (texture2D (texture, position).rrr, 1.);
}
</script>
</head>
<body>
<canvas id="example" width="128" height="128"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("This test covers an ANGLE bug where an AMD workaround would cause depth textures to stick. See http://anglebug.com/1664.");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("example", undefined, 2);
var WEBGL_depth_texture;
var drawProgram, blitProgram, textureLoc;
var quadVB;
function drawQuad(depth) {
if (!quadVB) {
quadVB = gl.createBuffer()
}
var quadVerts = new Float32Array(3 * 6);
quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth;
quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth;
quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth;
quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth;
quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth;
quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth;
gl.bindBuffer(gl.ARRAY_BUFFER, quadVB);
gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
gl.enableVertexAttribArray(0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawQuad");
}
// Test based on dEQP-GLES3.functional.blit.depth_stencil.depth_24_stencil8_stencil_only
function run_test() {
var colorTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, colorTex);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 128, 128, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
var depthTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, depthTex);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
var levels = Math.log2(128);
for (var mipLevel = 0; mipLevel <= levels; ++mipLevel)
{
var size = 128 >> mipLevel;
gl.texImage2D(gl.TEXTURE_2D, mipLevel, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL,
gl.UNSIGNED_INT_24_8, null);
}
gl.bindTexture(gl.TEXTURE_2D, null);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init textures");
var framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTex, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init framebuffer");
gl.depthRange(0.0, 1.0);
gl.viewport(0, 0, 128, 128);
gl.clearColor(0, 0, 0, 1);
// Draw loop.
for (var frame = 0; frame < 4; ++frame)
{
// draw into FBO
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.useProgram(drawProgram);
if (frame % 2 != 0) {
drawQuad(0.0);
} else {
drawQuad(1.0);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// blit FBO
gl.disable(gl.DEPTH_TEST);
gl.useProgram(blitProgram);
gl.uniform1i(textureLoc, 0);
gl.bindTexture(gl.TEXTURE_2D, depthTex);
drawQuad(0.5);
if (frame % 2 != 0) {
wtu.checkCanvasRect(gl, 0, 0, 128, 128, [0, 0, 0, 255],
"depth texture should be black on odd iterations");
} else {
wtu.checkCanvasRect(gl, 0, 0, 128, 128, [255, 255, 255, 255],
"depth texture should be white on even iterations");
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw");
}
gl.deleteTexture(colorTex);
gl.deleteTexture(depthTex);
gl.deleteFramebuffer(framebuffer);
}
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
drawProgram = wtu.setupProgram(gl, ["draw-vs", "draw-fs"], ["vertex"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw program initialization");
shouldBe('gl.getProgramParameter(drawProgram, gl.LINK_STATUS)', 'true');
blitProgram = wtu.setupProgram(gl, ["blit-vs", "blit-fs"], ["vertex"]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blit program initialization");
shouldBe('gl.getProgramParameter(blitProgram, gl.LINK_STATUS)', 'true');
textureLoc = gl.getUniformLocation(blitProgram, "texture")
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "query texture location");
shouldBeNonNull('textureLoc')
run_test();
}
var successfullyParsed = true;
</script>
<script src="../../../js/js-test-post.js"></script>
</body>
</html>