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+<!--
+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 OVR_multiview2 Conformance 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>
+<script src="../../js/tests/ovr_multiview2_util.js"></script>
+<script id="macroFragmentShader" type="x-shader/x-fragment">#version 300 es
+precision highp float;
+out vec4 my_FragColor;
+void main() {
+#ifdef GL_OVR_multiview2
+ my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+#else
+ // Error expected
+ #error no GL_OVR_multiview2;
+#endif
+}
+</script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+
+let wtu = WebGLTestUtils;
+let gl = wtu.create3DContext(null, null, 2);
+let ext = null;
+
+function runDepthRenderTest()
+{
+ debug("");
+ debug("Testing rendering with a depth texture array and depth test on");
+
+ let width = 64;
+ let height = 64;
+
+ let views = gl.getParameter(ext.MAX_VIEWS_OVR);
+
+ let multiviewShaders = [
+ getMultiviewPassthroughVertexShader(views),
+ getMultiviewColorFragmentShader()
+ ];
+ let testProgram = wtu.setupProgram(gl, multiviewShaders, ['a_position'], [0], true);
+ if (!testProgram) {
+ testFailed("Compilation with extension enabled failed.");
+ return;
+ }
+
+ let fb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ let colorTex = createTextureWithNearestFiltering(gl.TEXTURE_2D_ARRAY);
+ gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, views);
+ ext.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, 0, views);
+
+ let depthTex = createTextureWithNearestFiltering(gl.TEXTURE_2D_ARRAY);
+ gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.DEPTH32F_STENCIL8, width, height, views);
+ ext.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, depthTex, 0, 0, views);
+
+ let expectedStatus = gl.FRAMEBUFFER_COMPLETE;
+ let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (status != expectedStatus) {
+ testFailed('Framebuffer status: ' + wtu.glEnumToString(gl, status) + ' did not match with the expected value: ' + wtu.glEnumToString(gl, expectedStatus));
+ } else {
+ testPassed('Framebuffer status: ' + wtu.glEnumToString(gl, status) + ' matched with the expected value');
+ }
+
+ // Draw so that the depth test succeeds for all pixels.
+ gl.viewport(0, 0, width, height);
+ gl.enable(gl.DEPTH_TEST);
+ gl.clearDepth(1.0);
+ gl.clear(gl.DEPTH_BUFFER_BIT);
+
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors from draw when depth test succeeds");
+
+ let readFb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFb);
+ for (let viewIndex = 0; viewIndex < views; ++viewIndex) {
+ gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, viewIndex);
+ let expectedColor = getExpectedColor(viewIndex);
+ wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, 'view ' + viewIndex + ' should be colored ' + expectedColor);
+ }
+
+ // Draw so that the depth test fails for all pixels.
+ gl.clearDepth(0.0);
+ gl.clearColor(0.0, 0.0, 0.0, 0.0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors from draw when depth test fails");
+
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFb);
+ for (let viewIndex = 0; viewIndex < views; ++viewIndex) {
+ gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, viewIndex);
+ let expectedColor = [0, 0, 0, 0];
+ wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, 'view ' + viewIndex + ' should be colored ' + expectedColor);
+ }
+}
+
+description("This test verifies drawing to depth buffers with the OVR_multiview2 extension, if it is available.");
+
+debug("");
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ debug("");
+
+ if (!gl.getExtension("OVR_multiview2")) {
+ testPassed("No OVR_multiview2 support -- this is legal");
+ } else {
+ testPassed("Successfully enabled OVR_multiview2 extension");
+ ext = gl.getExtension('OVR_multiview2');
+
+ wtu.setupUnitQuad(gl, 0, 1);
+
+ runDepthRenderTest();
+ }
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>