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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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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/conformance2/rendering/depth-stencil-feedback-loop.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.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/conformance2/rendering/depth-stencil-feedback-loop.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/depth-stencil-feedback-loop.html | 165 |
1 files changed, 165 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/depth-stencil-feedback-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/depth-stencil-feedback-loop.html new file mode 100644 index 0000000000..e7678017ee --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/depth-stencil-feedback-loop.html @@ -0,0 +1,165 @@ +<!-- +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 for Depth/Stencil Buffer</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="vshader" 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="fshader" 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"; + +var wtu = WebGLTestUtils; +description("This test verifies the functionality of rendering to the same texture where it samples from."); + +var gl = wtu.create3DContext("example", undefined, 2); + +var width = 8; +var height = 8; +var tex0; +var tex1; +var tex2; +var fbo; +var program; +var positionLoc; +var texCoordLoc; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + init(); + detect_depth_stencil_feedback_loop(); + deinit(); +} + +function init() { + // Setup program + program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition', 'aTexCoord'], [0, 1]); + positionLoc = gl.getAttribLocation(program, "aPosition"); + texCoordLoc = gl.getAttribLocation(program, "aTexCoord"); + if (!program || positionLoc < 0 || texCoordLoc < 0) { + testFailed("Set up program failed"); + return; + } + testPassed("Set up program succeeded"); + + wtu.setupUnitQuad(gl, 0, 1); + gl.viewport(0, 0, width, height); + + var texLoc = gl.getUniformLocation(program, "tex"); + gl.uniform1i(texLoc, 0); + + // Create textures and allocate storage + tex0 = gl.createTexture(); + tex1 = gl.createTexture(); + tex2 = gl.createTexture(); + wtu.fillTexture(gl, tex0, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + wtu.fillTexture(gl, tex1, width, height, [0x80], 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, gl.DEPTH_COMPONENT16); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE); + wtu.fillTexture(gl, tex2, width, height, [0x40], 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, gl.DEPTH24_STENCIL8); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Succeed to create textures."); + + fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); +} + +function detect_depth_stencil_feedback_loop() { + // Test rendering and sampling feedback loop for depth buffer + gl.bindTexture(gl.TEXTURE_2D, tex1); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, tex1, 0); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.enable(gl.DEPTH_TEST); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer during rendering."); + + gl.depthMask(gl.FALSE); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer. A feedback loop is formed regardless of the status of depth mask."); + + gl.depthMask(gl.TRUE); + gl.disable(gl.DEPTH_TEST); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer. A feedback loop is formed regardless of whether the depth test is enabled."); + + // Test rendering and sampling feedback loop for stencil buffer + gl.bindTexture(gl.TEXTURE_2D, tex2); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, tex2, 0); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + + gl.enable(gl.STENCIL_TEST); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as stencil buffer during rendering."); + + gl.stencilMask(0x0); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test sampls from a image. The same image is used as stencil buffer. A feedback loop is formed regardless of the status of stencil mask."); + + gl.stencilMask(0xffff); + gl.disable(gl.STENCIL_TEST); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as stencil buffer. A feedback loop is formed regardless of whether the stencil test is enabled."); +} + +function deinit() { + gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.deleteTexture(tex0); + gl.deleteTexture(tex1); + gl.deleteTexture(tex2); + gl.deleteFramebuffer(fbo); +} + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |