diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html new file mode 100644 index 0000000000..ce3e4b89aa --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html @@ -0,0 +1,132 @@ +<!-- +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> |