| <!-- |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <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="testbed" width="40" height="40" style="width: 40px; height: 40px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| var wtu = WebGLTestUtils; |
| description('Verify depth renderbuffers are initialized to 1.0 before being read in WebGL'); |
| |
| var gl = wtu.create3DContext("testbed"); |
| |
| if (!gl) { |
| testFailed('canvas.getContext() failed'); |
| } else { |
| // Set the clear color to green. It should never show up. |
| gl.clearColor(0, 1, 0, 1); |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.STENCIL_TEST); |
| |
| let c = gl.canvas; |
| for (let i = 0; i < 2; ++i) { |
| runTest(gl, {alloc1: {w: c.width, h: c.height}, alloc2: null}); |
| runTest(gl, {alloc1: null, alloc2: {w: c.width, h: c.height}}); |
| // Tests for initially allocating at the wrong size. |
| runTest(gl, {alloc1: {w: 5, h: 5}, alloc2: {w: c.width, h: c.height}}); |
| } |
| |
| // Testing buffer clearing won't change the clear values. |
| var clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE); |
| shouldBe("clearColor", "[0, 1, 0, 1]"); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors'); |
| } |
| |
| function runTest(gl, params) { |
| debug("Test for depth buffer: " + JSON.stringify(params)); |
| let final = params.alloc2 ? params.alloc2 : params.alloc1; |
| gl.viewport(0, 0, final.w, final.h); |
| wtu.checkCanvasRect(gl, 0, 0, final.w, final.h, |
| [0, 0, 0, 0], |
| "internal buffers have been initialized to 0"); |
| |
| gl.disable(gl.DEPTH_TEST); |
| |
| // fill the back buffer so we know that reading below happens from |
| // the renderbuffer. |
| gl.clearDepth(0); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| |
| // Set up (color+depth) test buffer. |
| var fbo = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| var buffer = gl.createRenderbuffer(); |
| var depthBuffer = gl.createRenderbuffer(); |
| |
| if (params.alloc1) { |
| gl.bindRenderbuffer(gl.RENDERBUFFER, buffer); |
| allocStorage(gl.RGBA4, params.alloc1.w, params.alloc1.h); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); |
| allocStorage(gl.DEPTH_COMPONENT16, params.alloc1.w, params.alloc1.h); |
| } |
| gl.bindRenderbuffer(gl.RENDERBUFFER, buffer); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); |
| gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); |
| if (params.alloc2) { |
| if (params.alloc1) { |
| // Clear the FBO in order to make sure framebufferRenderbuffer is |
| // committed. |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| debug("Skip: framebuffer is allowed to be incomplete."); |
| return; |
| } |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| } |
| gl.bindRenderbuffer(gl.RENDERBUFFER, buffer); |
| allocStorage(gl.RGBA4, params.alloc2.w, params.alloc2.h); |
| gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); |
| allocStorage(gl.DEPTH_COMPONENT16, params.alloc2.w, params.alloc2.h); |
| } |
| |
| function allocStorage(format, width, height) { |
| gl.renderbufferStorage(gl.RENDERBUFFER, format, width, height); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, |
| "should be no error after renderbufferStorage."); |
| } |
| |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| debug("Skip: framebuffer is allowed to be incomplete."); |
| return; |
| } |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors'); |
| |
| // fbo depth should now be the default value of 1.0. |
| |
| // Draw a blue quad (at clip z = 0.0, so depth = 0.5) (should pass the depth test: 0.5 < 1.0) |
| gl.depthFunc(gl.LESS); |
| gl.enable(gl.DEPTH_TEST); |
| wtu.setupColorQuad(gl); |
| wtu.setFloatDrawColor(gl, [0, 0, 1, 1]); |
| wtu.drawUnitQuad(gl); |
| wtu.checkCanvasRect(gl, 0, 0, final.w, final.h, |
| [0, 0, 255, 255]); |
| |
| gl.deleteFramebuffer(fbo); |
| gl.deleteRenderbuffer(buffer); |
| |
| gl.canvas.width += 1; |
| gl.canvas.height += 1; |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors'); |
| debug(''); |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| </body> |
| </html> |