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| ** Copyright (c) 2017 The Khronos Group Inc. |
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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Draw Buffers Driver Hang Conformance Test</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> |
| <canvas id="canvas" width="64" height="64"> </canvas> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex">#version 300 es |
| in vec4 a_position; |
| void main() { |
| gl_Position = a_position; |
| } |
| </script> |
| <script id="fshader" type="x-shader/x-fragment">#version 300 es |
| precision mediump float; |
| |
| out vec4 my_FragColor; |
| void main() { |
| my_FragColor = vec4(1, 0, 0, 1); |
| } |
| </script> |
| <script> |
| "use strict"; |
| description("This is a regression test for a driver bug causing a hang in the driver and thereby the browser (crbug.com/696187).") |
| |
| debug("Thanks to Andre Weissflog (@FlohOfWoe / @floooh) for this test."); |
| debug("If the bug exists, this test doesn't fail or time out per the harness; the browser basically hangs."); |
| |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("canvas"); |
| var gl = wtu.create3DContext(canvas, { depth: true, stencil: true, alpha: false }, 2); |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| runTest(); |
| } |
| |
| function runTest() { |
| // create a global VAO |
| let vao = gl.createVertexArray(); |
| gl.bindVertexArray(vao); |
| |
| // create a 3 MSAA 'offscreen render targets', each consisting of: |
| // - 1 color texture which will hold the MSAA resolve result |
| // - 1 MSAA color renderbuffer |
| // plus one depth-stencil renderbuffer |
| let tex0 = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0); |
| gl.bindTexture(gl.TEXTURE_2D, tex0); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 200, 200, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| let c_rb0 = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, c_rb0); |
| gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 200, 200); |
| let ds_rb = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, ds_rb); |
| gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.DEPTH24_STENCIL8, 200, 200); |
| |
| // 2nd offscreen render target |
| let tex1 = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0); |
| gl.bindTexture(gl.TEXTURE_2D, tex1); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 200, 200, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| let c_rb1 = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, c_rb1); |
| gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 200, 200); |
| |
| // 3rd offscreen render target |
| let tex2 = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0); |
| gl.bindTexture(gl.TEXTURE_2D, tex2); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAX_LEVEL, 0); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 200, 200, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| let c_rb2 = gl.createRenderbuffer(); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, c_rb2); |
| gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, 200, 200); |
| |
| // an MRT framebuffer with the 3 MSAA renderbuffers and MSAA depth/stencil attachments |
| let mrt_fb = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, mrt_fb); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, c_rb0); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, c_rb1); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.RENDERBUFFER, c_rb2); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ds_rb); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, ds_rb); |
| gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| |
| // 3 'MSAA resolve framebuffers' which are the target for the MSAA-resolve-blit, |
| // with the 3 color textures as color attachments |
| let res_fb0 = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, res_fb0); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); |
| gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| let res_fb1 = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, res_fb1); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0); |
| gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| let res_fb2 = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, res_fb2); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, tex2, 0); |
| let frameNumber = 0; |
| |
| function draw() { |
| // draw one frame |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.viewport(0, 0, 1024, 768); |
| |
| //--- BEGIN: comment out the block begin BEGIN/END to make the demo run |
| // clear the 3 MSAA offscreen color renderbuffers and depth/stencil renderbuffer |
| gl.bindFramebuffer(gl.FRAMEBUFFER, mrt_fb); |
| gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]); |
| gl.viewport(0, 0, 200, 200); |
| gl.depthMask(true); |
| gl.clearBufferfv(gl.COLOR, 0, [0.25,0.0,0.0,1.0]); |
| gl.clearBufferfv(gl.COLOR, 1, [0.0,0.25,0.0,1.0]); |
| gl.clearBufferfv(gl.COLOR, 2, [0.0,0.0,0.25,1.0]); |
| gl.clearBufferfi(gl.DEPTH_STENCIL, 0, 1.0, 0); |
| |
| // the MSAA resolve operation |
| gl.bindFramebuffer(gl.READ_FRAMEBUFFER, mrt_fb); |
| gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, res_fb0); |
| gl.readBuffer(gl.COLOR_ATTACHMENT0); |
| gl.drawBuffers([gl.COLOR_ATTACHMENT0]); |
| gl.blitFramebuffer(0, 0, 200, 200, 0, 0, 200, 200, gl.COLOR_BUFFER_BIT, gl.NEAREST); |
| gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, res_fb1); |
| gl.readBuffer(gl.COLOR_ATTACHMENT1); |
| gl.drawBuffers([gl.COLOR_ATTACHMENT0]); |
| gl.blitFramebuffer(0, 0, 200, 200, 0, 0, 200, 200, gl.COLOR_BUFFER_BIT, gl.NEAREST); |
| gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, res_fb2); |
| gl.readBuffer(gl.COLOR_ATTACHMENT2); |
| gl.drawBuffers([gl.COLOR_ATTACHMENT0]); |
| gl.blitFramebuffer(0, 0, 200, 200, 0, 0, 200, 200, gl.COLOR_BUFFER_BIT, gl.NEAREST); |
| //--- END |
| |
| // bind and clear the default framebuffer |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.viewport(0, 0, 1024, 768); |
| gl.clearColor(0.5, 0.5, 0.5, 1.0); |
| gl.clearDepth(1.0); |
| gl.clearStencil(0); |
| gl.clear(gl.COLOR_BUFFER_BIT|gl.STENCIL_BUFFER_BIT|gl.DEPTH_BUFFER_BIT); |
| |
| if (++frameNumber < 10) { |
| requestAnimationFrame(draw); |
| } else { |
| finishTest(); |
| } |
| } |
| |
| // Start the rendering loop |
| draw(); |
| } |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| |
| </body> |
| </html> |