blob: f9ceb693e2f56497f4baaa0e5579fc8277934077 [file] [log] [blame]
<!--
/*
** Copyright (c) 2018 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>Test clearBuffer with drawing</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 onload="runTest()">
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="64" height="64"> </canvas>
<script>
"use strict";
description("This tests the operation of clearBuffer followed by a draw call.");
debug("Verifies that these combined with preserveDrawingBuffer's implicit clears work properly together.");
debug("Regression test for <a href='http://crbug.com/828262'>Chromium bug 828262</a>.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl;
var testIndex = 0;
var iterations = 0;
var maxIterations = 10;
var prog;
var tests;
var blackUint8 = [0, 0, 0, 255];
var redFloat = [1.0, 0.0, 0.0, 0.0];
var redUint8 = [255, 0, 0, 255];
var greenFloat = [0.0, 1.0, 0.0, 0.0];
var greenUint8 = [0, 255, 0, 255];
function verifyOnePixel(kind, x, y, readFormat, readType, arrayType, expectedColor) {
var buffer = new arrayType(4);
gl.readPixels(Math.floor(x), Math.floor(y), 1, 1, readFormat, readType, buffer);
if (buffer[0] == expectedColor[0] &&
buffer[1] == expectedColor[1] &&
buffer[2] == expectedColor[2] &&
buffer[3] == expectedColor[3]) {
testPassed(kind + " succeeded");
} else {
testFailed(kind + " failed. Expected: " + expectedColor + ", got: " + buffer);
}
}
function testClearBufferAndDraw(test) {
test['clear']();
wtu.setFloatDrawColor(gl, greenFloat);
wtu.drawUnitQuad(gl);
// Back buffer has no alpha channel.
let readFormat = gl.RGBA;
let readType = gl.UNSIGNED_BYTE;
verifyOnePixel("Clearing", 0, 0, readFormat, readType, Uint8Array, test['bgColor']);
verifyOnePixel("Drawing", canvas.width / 2, canvas.height / 2,
readFormat, readType, Uint8Array, test['drawColor']);
}
function runNextTest() {
if (testIndex >= tests.length) {
finishTest();
return;
}
let test = tests[testIndex];
if (iterations == 0) {
debug('');
debug('Testing: ' + test['desc'])
}
testClearBufferAndDraw(test);
if (++iterations == maxIterations) {
iterations = 0;
++testIndex;
}
wtu.waitForComposite(runNextTest);
}
function runTest() {
gl = wtu.create3DContext(canvas, { alpha:false }, 2);
if (!gl) {
testFailed("context does not exist");
return;
} else {
testPassed("context exists");
}
prog = wtu.setupColorQuad(gl, 0, { scale: 0.5 });
tests = [
{
desc: 'Implicit clear',
clear: function() {},
bgColor: blackUint8,
// The implicit clear clears depth to 1.0, and since the quad is
// drawn at a depth of 0.0, it's always discarded.
drawColor: blackUint8,
},
{
desc: 'clearBufferfi only',
clear: function() {
gl.clearBufferfi(gl.DEPTH_STENCIL, 0, 0.0, 0);
},
bgColor: blackUint8,
drawColor: greenUint8,
},
{
desc: 'clearBufferfv and clear',
clear: function() {
gl.clearBufferfv(gl.COLOR, 0, redFloat),
gl.clearDepth(0.0);
gl.clear(gl.DEPTH_BUFFER_BIT);
},
bgColor: redUint8,
drawColor: greenUint8,
},
{
desc: 'clearBuffer{fv} and {fi}',
clear: function() {
gl.clearBufferfv(gl.COLOR, 0, redFloat),
gl.clearBufferfi(gl.DEPTH_STENCIL, 0, 0.0, 0);
},
bgColor: redUint8,
drawColor: greenUint8,
},
];
// Clear canvas to something other than black to start.
gl.clearColor(0.0, 0.0, 1.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
// Unreal Engine's depth test is reversed from the
// default. Including the clear of the depth buffer in this test
// case highlights the rendering error more clearly, since neither
// the background nor any rendered object show up.
gl.depthFunc(gl.GEQUAL);
// Must run in a requestAnimationFrame loop to provoke implicit
// clears of the canvas.
wtu.waitForComposite(runNextTest);
}
debug("");
var successfullyParsed = true;
</script>
</body>
</html>