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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/rendering/rendering-sampling-feedback-loop.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/rendering/rendering-sampling-feedback-loop.html | 183 |
1 files changed, 183 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/rendering/rendering-sampling-feedback-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/rendering-sampling-feedback-loop.html new file mode 100644 index 0000000000..888ee99aec --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/rendering/rendering-sampling-feedback-loop.html @@ -0,0 +1,183 @@ +<!-- +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> |