| <!-- |
| 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"> |
| <title>WebGL Rendering and Sampling Feedback Loop Tests</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="vs100" type="x-shader/x-vertex"> |
| attribute vec4 aPosition; |
| attribute vec2 aTexCoord; |
| varying vec2 texCoord; |
| void main() { |
| gl_Position = aPosition; |
| texCoord = aTexCoord; |
| } |
| </script> |
| |
| <script id="fs100" type="x-shader/x-fragment"> |
| #extension GL_EXT_draw_buffers : require |
| precision mediump float; |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() { |
| gl_FragData[0] = texture2D(tex, texCoord); |
| gl_FragData[1] = texture2D(tex, texCoord); |
| } |
| </script> |
| |
| <script id="fs100-no-ext-draw-buffers" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() { |
| gl_FragData[0] = texture2D(tex, texCoord); |
| } |
| </script> |
| |
| <script id="vs300" 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="fs300" 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"; |
| |
| const wtu = WebGLTestUtils; |
| description("This test verifies the functionality of rendering to the same texture where it samples from."); |
| |
| const gl = wtu.create3DContext("example"); |
| |
| const width = 8; |
| const height = 8; |
| let tex; |
| let fbo; |
| let drawBuffers = null; |
| |
| if (!gl) { |
| testFailed("WebGL context does not exist"); |
| } else { |
| testPassed("WebGL context exists"); |
| |
| if (gl.drawBuffers) { |
| debug("Using webgl2.drawBuffers."); |
| drawBuffers = (x) => gl.drawBuffers(x); |
| } else { |
| const ext = gl.getExtension("WEBGL_draw_buffers"); |
| if (ext) { |
| debug("Using WEBGL_draw_buffers.drawBuffersWEBGL."); |
| drawBuffers = (x) => ext.drawBuffersWEBGL(x); |
| } |
| } |
| |
| init(); |
| |
| // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation |
| allocate_resource(); |
| |
| rendering_sampling_feedback_loop(null); |
| if (drawBuffers) { |
| rendering_sampling_feedback_loop([gl.NONE]); |
| rendering_sampling_feedback_loop([gl.COLOR_ATTACHMENT0, |
| gl.COLOR_ATTACHMENT0+1]); |
| rendering_sampling_feedback_loop([gl.NONE, |
| gl.COLOR_ATTACHMENT0+1]); |
| } |
| } |
| |
| function init() { |
| let shaders = ["vs100", "fs100"]; |
| if (gl.texStorage2D) { |
| shaders = ["vs300", "fs300"]; |
| } else if (!drawBuffers) { |
| shaders = ["vs100", "fs100-no-ext-draw-buffers"]; |
| } |
| const program = wtu.setupProgram(gl, shaders, ["aPosition", "aTexCoord"], [0, 1]); |
| const positionLoc = gl.getAttribLocation(program, "aPosition"); |
| const texCoordLoc = gl.getAttribLocation(program, "aTexCoord"); |
| if (!program || positionLoc < 0 || texCoordLoc < 0) { |
| testFailed("Set up program failed"); |
| return; |
| } |
| const texLoc = gl.getUniformLocation(program, "tex"); |
| gl.uniform1i(texLoc, 0); |
| testPassed("Set up program succeeded"); |
| |
| wtu.setupUnitQuad(gl, 0, 1); |
| gl.viewport(0, 0, width, height); |
| } |
| |
| function allocate_resource() { |
| tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| |
| fbo = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); |
| } |
| |
| function rendering_sampling_feedback_loop(draw_buffers) { |
| debug("draw_buffers: " + JSON.stringify(draw_buffers)); |
| |
| if (draw_buffers) { |
| drawBuffers(draw_buffers); |
| } |
| |
| // Make sure framebuffer is complete before feedback loop detection |
| if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { |
| testFailed("Framebuffer incomplete."); |
| return; |
| } |
| |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Feedback loop detection should ignore drawBuffers settings."); |
| |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); |
| // The texture will be mipmap incomplete, so feedback cannot occur nor be consistently evaluated. |
| wtu.clearAndDrawUnitQuad(gl); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Feedback loop detection should ignore sampled incomplete textures."); |
| |
| if (draw_buffers) { |
| drawBuffers([gl.COLOR_ATTACHMENT0]); |
| } |
| } |
| |
| gl.deleteTexture(tex); |
| gl.deleteFramebuffer(fbo); |
| |
| var successfullyParsed = true; |
| </script> |
| <script src="../../js/js-test-post.js"></script> |
| |
| </body> |
| </html> |