| <!-- |
| |
| /* |
| ** Copyright (c) 2016 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Rendering and Sampling Feedback Loop Tests for Depth/Stencil Buffer</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> |
| <canvas id="example" width="8" height="8"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| |
| <script id="vshader" type="x-shader/x-vertex">#version 300 es |
| in highp vec4 aPosition; |
| in vec2 aTexCoord; |
| out vec2 texCoord; |
| void main() { |
| gl_Position = aPosition; |
| texCoord = aTexCoord; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| uniform sampler2D tex; |
| in vec2 texCoord; |
| out vec4 oColor; |
| void main() { |
| oColor = texture(tex, texCoord); |
| } |
| </script> |
| |
| <script> |
| "use strict"; |
| |
| var wtu = WebGLTestUtils; |
| description("This test verifies the functionality of rendering to the same texture where it samples from."); |
| |
| var gl = wtu.create3DContext("example", undefined, 2); |
| |
| var width = 8; |
| var height = 8; |
| var tex0; |
| var tex1; |
| var tex2; |
| var fbo; |
| var program; |
| var positionLoc; |
| var texCoordLoc; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| init(); |
| detect_depth_stencil_feedback_loop(); |
| deinit(); |
| } |
| |
| function init() { |
| // Setup program |
| program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition', 'aTexCoord'], [0, 1]); |
| positionLoc = gl.getAttribLocation(program, "aPosition"); |
| texCoordLoc = gl.getAttribLocation(program, "aTexCoord"); |
| if (!program || positionLoc < 0 || texCoordLoc < 0) { |
| testFailed("Set up program failed"); |
| return; |
| } |
| testPassed("Set up program succeeded"); |
| |
| wtu.setupUnitQuad(gl, 0, 1); |
| gl.viewport(0, 0, width, height); |
| |
| var texLoc = gl.getUniformLocation(program, "tex"); |
| gl.uniform1i(texLoc, 0); |
| |
| // Create textures and allocate storage |
| tex0 = gl.createTexture(); |
| tex1 = gl.createTexture(); |
| tex2 = gl.createTexture(); |
| wtu.fillTexture(gl, tex0, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA); |
| wtu.fillTexture(gl, tex1, width, height, [0x80], 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, gl.DEPTH_COMPONENT16); |
| wtu.fillTexture(gl, tex2, width, height, [0x40], 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, gl.DEPTH24_STENCIL8); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Succeed to create textures."); |
| |
| fbo = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); |
| } |
| |
| function detect_depth_stencil_feedback_loop() { |
| // Test rendering and sampling feedback loop for depth buffer |
| gl.bindTexture(gl.TEXTURE_2D, tex1); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, tex1, 0); |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| testFailed("Framebuffer incomplete."); |
| return; |
| } |
| |
| gl.enable(gl.DEPTH_TEST); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer during rendering."); |
| |
| gl.depthMask(gl.FALSE); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The test sampls from a image. The same image is used as depth buffer. But depth mask is false."); |
| |
| gl.depthMask(gl.TRUE); |
| gl.disable(gl.DEPTH_TEST); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The test samples from a image. The same image is used as depth buffer. But depth test is not enabled during rendering."); |
| |
| // Test rendering and sampling feedback loop for stencil buffer |
| gl.bindTexture(gl.TEXTURE_2D, tex2); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, tex2, 0); |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| testFailed("Framebuffer incomplete."); |
| return; |
| } |
| |
| gl.enable(gl.STENCIL_TEST); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as stencil buffer during rendering."); |
| |
| gl.stencilMask(0x0); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The test sampls from a image. The same image is used as stencil buffer. But stencil mask is zero."); |
| |
| gl.stencilMask(0xffff); |
| gl.disable(gl.STENCIL_TEST); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "The test samples from a image. The same image is used as stencil buffer. But stencil test is not enabled during rendering."); |
| } |
| |
| function deinit() { |
| gl.bindTexture(gl.TEXTURE_2D, null); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.deleteTexture(tex0); |
| gl.deleteTexture(tex1); |
| gl.deleteTexture(tex2); |
| gl.deleteFramebuffer(fbo); |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |