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| ** Copyright (c) 2018 The Khronos Group Inc. |
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| |
| <!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> |