summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-depth-texture.html
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-depth-texture.html377
1 files changed, 377 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-depth-texture.html b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-depth-texture.html
new file mode 100644
index 0000000000..f2318cc1d3
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-depth-texture.html
@@ -0,0 +1,377 @@
+<!--
+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>
+<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 - vec2(0.5)) / (u_resolution - vec2(1.0));
+ 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>
+"use strict";
+description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");
+
+debug("");
+
+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;
+var canvas2;
+
+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 = wtu.getExtensionWithKnownPrefixes(gl, "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(true);
+ runTestExtension(false);
+ }
+}
+
+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);
+ wtu.shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE],
+ 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)');
+ wtu.shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE],
+ '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(unpackFlipY) {
+ debug("Testing WEBGL_depth_texture. UNPACK_FLIP_Y_WEBGL: " + unpackFlipY);
+
+ const res = 2;
+ const destRes = 4;
+
+ // 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"), destRes, destRes);
+
+ 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);
+
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, unpackFlipY);
+
+ var types = [
+ {obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_SHORT', data: 'new Uint16Array(1)', depthBits: "16"},
+ {obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_INT', data: 'new Uint32Array(1)', depthBits: "16"},
+ {obj: 'ext', attachment: 'DEPTH_STENCIL_ATTACHMENT', format: 'DEPTH_STENCIL', type: 'UNSIGNED_INT_24_8_WEBGL', data: 'new Uint32Array(1)', depthBits: "24", stencilBits: "8"}
+ ];
+
+ 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) {
+ wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 0, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
+ }
+
+ // The WebGL_depth_texture extension supports both NEAREST and
+ // LINEAR filtering for depth textures, even though LINEAR
+ // doesn't have much meaning, and isn't supported in WebGL
+ // 2.0. Still, test both.
+ var filterModes = [
+ 'LINEAR',
+ 'NEAREST'
+ ];
+
+ for (var jj = 0; jj < filterModes.length; ++jj) {
+ debug('');
+ debug('testing ' + filterModes[jj] + ' filtering');
+ var filterMode = gl[filterModes[jj]];
+
+ // 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, filterMode);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filterMode);
+
+ // test level > 0
+ wtu.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
+ wtu.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
+ wtu.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
+ wtu.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
+ wtu.shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', ' + res + ', ' + res + ', 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
+
+ // test texSubImage2D
+ wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
+
+ // test copyTexSubImage2D
+ wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1)');
+
+ // test generateMipmap
+ wtu.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);
+
+ // Ensure DEPTH_BITS returns >= 16 bits for UNSIGNED_SHORT and UNSIGNED_INT, >= 24 UNSIGNED_INT_24_8_WEBGL.
+ // If there is stencil, ensure STENCIL_BITS reports >= 8 for UNSIGNED_INT_24_8_WEBGL.
+ shouldBeGreaterThanOrEqual('gl.getParameter(gl.DEPTH_BITS)', typeInfo.depthBits);
+ if (typeInfo.stencilBits === undefined) {
+ shouldBe('gl.getParameter(gl.STENCIL_BITS)', '0');
+ } else {
+ shouldBeGreaterThanOrEqual('gl.getParameter(gl.STENCIL_BITS)', typeInfo.stencilBits);
+ }
+
+ // 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);
+
+ /* Setup 2x2 depth texture:
+ * 1 0.6 0.8
+ * |
+ * 0 0.2 0.4
+ * 0---1
+ */
+ const d00 = 0.2;
+ const d01 = 0.4;
+ const d10 = 0.6;
+ const d11 = 0.8;
+
+ gl.enable(gl.SCISSOR_TEST);
+
+ gl.scissor(0, 0, 1, 1);
+ gl.clearDepth(d00);
+ gl.clear(gl.DEPTH_BUFFER_BIT);
+
+ gl.scissor(1, 0, 1, 1);
+ gl.clearDepth(d10);
+ gl.clear(gl.DEPTH_BUFFER_BIT);
+
+ gl.scissor(0, 1, 1, 1);
+ gl.clearDepth(d01);
+ gl.clear(gl.DEPTH_BUFFER_BIT);
+
+ gl.scissor(1, 1, 1, 1);
+ gl.clearDepth(d11);
+ gl.clear(gl.DEPTH_BUFFER_BIT);
+
+ gl.disable(gl.SCISSOR_TEST);
+
+ // render the depth texture.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.canvas.width = destRes;
+ gl.canvas.height = destRes;
+ gl.viewport(0, 0, destRes, destRes);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+
+ gl.disable(gl.DITHER);
+ gl.enable(gl.DEPTH_TEST);
+ gl.clearColor(1, 0, 0, 1);
+ gl.clearDepth(1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ dumpIt(gl, res, "--depth--");
+
+ var actualPixels = new Uint8Array(destRes * destRes * 4);
+ gl.readPixels(0, 0, destRes, destRes, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
+
+ const eps = 0.002;
+
+ let expectedMin;
+ let expectedMax;
+ if (filterMode == gl.NEAREST) {
+ expectedMin = [
+ d00, d00, d10, d10,
+ d00, d00, d10, d10,
+ d01, d01, d11, d11,
+ d01, d01, d11, d11
+ ];
+ expectedMax = expectedMin.slice();
+
+ expectedMin = expectedMin.map(x => x - eps);
+ expectedMax = expectedMax.map(x => x + eps);
+ } else {
+ expectedMin = [
+ d00-eps, d00, d00, d10-eps,
+ d00, d00, d00, d10,
+ d00, d00, d00, d10,
+ d01-eps, d01, d01, d11-eps,
+ ];
+ expectedMax = [
+ d00+eps, d10, d10, d10+eps,
+ d01, d11, d11, d11,
+ d01, d11, d11, d11,
+ d01+eps, d11, d11, d11+eps,
+ ];
+ }
+
+ for (var yy = 0; yy < destRes; ++yy) {
+ for (var xx = 0; xx < destRes; ++xx) {
+ const t = xx + destRes*yy;
+ const was = actualPixels[4*t] / 255.0; // 4bpp
+ const eMin = expectedMin[t];
+ const eMax = expectedMax[t];
+ let func = testPassed;
+ const text = `At ${xx},${yy}, expected within [${eMin},${eMax}], was ${was.toFixed(3)}`
+ if (was <= eMin || was >= eMax) {
+ func = testFailed;
+ }
+ func(text);
+ }
+ }
+
+ // 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';
+ wtu.shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.' + badAttachment + ', gl.TEXTURE_2D, tex, 0)');
+ shouldNotBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+ wtu.shouldGenerateGLError(gl, gl.INVALID_FRAMEBUFFER_OPERATION, 'gl.clear(gl.DEPTH_BUFFER_BIT)');
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ shouldBe('gl.getError()', 'gl.NO_ERROR');
+ }
+ }
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>