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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> |