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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script src="../../../resources/js-test.js"></script>
<script src="resources/webgl-test.js"></script>
<script src="resources/webgl-test-utils.js"></script>
<title>WebGL WEBGL_depth_texture Conformance Tests</title>
</head>
<body>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
void main()
{
vec2 texcoord = gl_FragCoord.xy / u_resolution;
gl_FragColor = texture2D(u_texture, texcoord);
}
</script>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script>
if (window.initNonKhronosFramework) {
window.initNonKhronosFramework(false);
}
description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");
debug("");
if (window.internals)
window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
var program = wtu.setupTexturedQuad(gl);
var ext = null;
var vao = null;
var tex;
var name;
var supportedFormats;
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
// Run tests with extension disabled
runTestDisabled();
// Query the extension and store globally so shouldBe can access it
ext = gl.getExtension("WEBGL_depth_texture");
if (!ext) {
testPassed("No WEBGL_depth_texture support -- this is legal");
runSupportedTest(false);
} else {
testPassed("Successfully enabled WEBGL_depth_texture extension");
runSupportedTest(true);
runTestExtension();
}
}
function runSupportedTest(extensionEnabled) {
var name = wtu.getSupportedExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
if (name !== undefined) {
if (extensionEnabled) {
testPassed("WEBGL_depth_texture listed as supported and getExtension succeeded");
} else {
testFailed("WEBGL_depth_texture listed as supported but getExtension failed");
}
} else {
if (extensionEnabled) {
testFailed("WEBGL_depth_texture not listed as supported but getExtension succeeded");
} else {
testPassed("WEBGL_depth_texture not listed as supported and getExtension failed -- this is legal");
}
}
}
function runTestDisabled() {
debug("Testing binding enum with extension disabled");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)');
shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null)');
}
function dumpIt(gl, res, msg) {
return; // comment out to debug
debug(msg);
var actualPixels = new Uint8Array(res * res * 4);
gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
for (var yy = 0; yy < res; ++yy) {
var strs = [];
for (var xx = 0; xx < res; ++xx) {
var actual = (yy * res + xx) * 4;
strs.push("(" + actualPixels[actual] + "," + actualPixels[actual+1] + "," + actualPixels[actual + 2] + "," + actualPixels[actual + 3] + ")");
}
debug(strs.join(" "));
}
}
function runTestExtension() {
debug("Testing WEBGL_depth_texture");
var res = 8;
// make canvas for testing.
canvas2 = document.createElement("canvas");
canvas2.width = res;
canvas2.height = res;
var ctx = canvas2.getContext("2d");
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas2.width, canvas2.height);
var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_position']);
gl.useProgram(program);
gl.uniform2f(gl.getUniformLocation(program, "u_resolution"), res, res);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(
[ 1, 1, 1,
-1, 1, 0,
-1, -1, -1,
1, 1, 1,
-1, -1, -1,
1, -1, 0,
]),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
var types = [
{obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_SHORT', data: 'new Uint16Array(1)' },
{obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_INT', data: 'new Uint32Array(1)' },
{obj: 'ext', attachment: 'DEPTH_STENCIL_ATTACHMENT', format: 'DEPTH_STENCIL', type: 'UNSIGNED_INT_24_8_WEBGL', data: 'new Uint32Array(1)' }
];
for (var ii = 0; ii < types.length; ++ii) {
var typeInfo = types[ii];
var type = typeInfo.type;
var typeStr = typeInfo.obj + '.' + type;
debug("");
debug("testing: " + type);
// check that cubemaps are not allowed.
var cubeTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubeTex);
var targets = [
'TEXTURE_CUBE_MAP_POSITIVE_X',
'TEXTURE_CUBE_MAP_NEGATIVE_X',
'TEXTURE_CUBE_MAP_POSITIVE_Y',
'TEXTURE_CUBE_MAP_NEGATIVE_Y',
'TEXTURE_CUBE_MAP_POSITIVE_Z',
'TEXTURE_CUBE_MAP_NEGATIVE_Z'
];
for (var tt = 0; tt < targets.length; ++tt) {
shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
}
// check 2d textures.
tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
// test level > 0
shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
// test with data
shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
// test with canvas
shouldGenerateGLError(gl, [gl.INVALID_VALUE, gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', gl.' + typeInfo.format + ', ' + typeStr + ', canvas2)');
// test copyTexImage2D
shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 0, 0, 1, 1, 0)');
// test real thing
shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', ' + res + ', ' + res + ', 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
// test texSubImage2D
shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
// test copyTexSubImage2D
shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1)');
// test generateMipmap
shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.generateMipmap(gl.TEXTURE_2D)');
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, tex, 0);
// TODO: remove this check if the spec is updated to require these combinations to work.
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
{
// try adding a color buffer.
var colorTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, colorTex);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, res, res, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
}
shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
// use the default texture to render with while we return to the depth texture.
gl.bindTexture(gl.TEXTURE_2D, null);
// render the z-quad
gl.enable(gl.DEPTH_TEST);
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
dumpIt(gl, res, "--first--");
// render the depth texture.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.clearColor(0, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 6);
var actualPixels = new Uint8Array(res * res * 4);
gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
dumpIt(gl, res, "--depth--");
// Check that each pixel's RGB are the same and that it's value is less
// than the previous pixel in either direction. Basically verify we have a
// gradient.
var success = true;
for (var yy = 0; yy < res; ++yy) {
for (var xx = 0; xx < res; ++xx) {
var actual = (yy * res + xx) * 4;
var left = actual - 4;
var down = actual - res * 4;
if (actualPixels[actual + 0] != actualPixels[actual + 1]) {
testFailed('R != G');
success = false;
}
if (actualPixels[actual + 0] != actualPixels[actual + 2]) {
testFailed('R != B');
success = false;
}
// ALPHA is implementation dependent
if (actualPixels[actual + 3] != 0xFF && actualPixels[actual + 3] != actualPixels[actual + 0]) {
testFailed('A != 255 && A != R');
success = false;
}
if (xx > 0) {
if (actualPixels[actual] <= actualPixels[left]) {
testFailed("actual(" + actualPixels[actual] + ") < left(" + actualPixels[left] + ")");
success = false;
}
}
if (yy > 0) {
if (actualPixels[actual] <= actualPixels[down]) {
testFailed("actual(" + actualPixels[actual] + ") < down(" + actualPixels[down] + ")");
success = false;
}
}
}
}
// Check that bottom left corner is vastly different thatn top right.
if (actualPixels[(res * res - 1) * 4] - actualPixels[0] < 0xC0) {
testFailed("corners are not different enough");
success = false;
}
if (success) {
testPassed("depth texture rendered correctly.");
}
// check limitations
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, null, 0);
var badAttachment = typeInfo.attachment == 'DEPTH_ATTACHMENT' ? 'DEPTH_STENCIL_ATTACHMENT' : 'DEPTH_ATTACHMENT';
shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.' + badAttachment + ', gl.TEXTURE_2D, tex, 0)');
shouldNotBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
shouldGenerateGLError(gl, gl.INVALID_FRAMEBUFFER_OPERATION, 'gl.clear(gl.DEPTH_BUFFER_BIT)');
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
shouldBe('gl.getError()', 'gl.NO_ERROR');
}
}
debug("");
if (window.nonKhronosFrameworkNotifyDone) {
window.nonKhronosFrameworkNotifyDone();
}
</script>
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