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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-object-attachment.html b/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-object-attachment.html new file mode 100644 index 0000000000..754ff2cc73 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-object-attachment.html @@ -0,0 +1,508 @@ +<!-- +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> +<div id="description"></div> +<div id="console"></div> + +<script> +"use strict"; +var wtu = WebGLTestUtils; +var gl; + +function checkFramebuffer(expected) { + var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (expected.indexOf(actual) < 0) { + var msg = "checkFramebufferStatus expects ["; + for (var index = 0; index < expected.length; ++index) { + msg += wtu.glEnumToString(gl, expected[index]); + if (index + 1 < expected.length) + msg += ", "; + } + msg += "], was " + wtu.glEnumToString(gl, actual); + testFailed(msg); + } else { + var msg = "checkFramebufferStatus got " + wtu.glEnumToString(gl, actual) + + " as expected"; + testPassed(msg); + } +} + +function checkBufferBits(attachment0, attachment1) { + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) + return; + var haveDepthBuffer = attachment0 == gl.DEPTH_ATTACHMENT || + attachment0 == gl.DEPTH_STENCIL_ATTACHMENT || + attachment1 == gl.DEPTH_ATTACHMENT || + attachment1 == gl.DEPTH_STENCIL_ATTACHMENT; + var haveStencilBuffer = attachment0 == gl.STENCIL_ATTACHMENT || + attachment0 == gl.DEPTH_STENCIL_ATTACHMENT || + attachment1 == gl.STENCIL_ATTACHMENT || + attachment1 == gl.DEPTH_STENCIL_ATTACHMENT; + shouldBeTrue("gl.getParameter(gl.RED_BITS) + gl.getParameter(gl.GREEN_BITS) + " + + "gl.getParameter(gl.BLUE_BITS) + gl.getParameter(gl.ALPHA_BITS) >= 16"); + if (haveDepthBuffer) + shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) >= 16"); + else + shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) == 0"); + if (haveStencilBuffer) + shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) >= 8"); + else + shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) == 0"); +} + + +function testFramebufferWebGL1RequiredCombinations() { + debug("Checking combinations of framebuffer attachments required to be valid by WebGL 1"); + + // Per discussion with the OpenGL ES working group, the following framebuffer attachment + // combinations are required to work in all WebGL 1 implementations: + // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer + // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + + var width = 64; + var height = 64; + + // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + 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_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(); + + // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer + var renderbuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_ATTACHMENT); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null); + + // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT); + + // Clean up + gl.deleteRenderbuffer(renderbuffer); + gl.deleteTexture(texture); + gl.deleteFramebuffer(fbo); +} + +function testDepthStencilAttachmentBehaviors() { + debug(""); + debug("Checking ES3 DEPTH_STENCIL_ATTACHMENT behaviors are implemented for WebGL 2"); + // DEPTH_STENCIL_ATTACHMENT is treated as an independent attachment point in WebGL 1; + // however, in WebGL 2, it is treated as an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT. + var size = 16; + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + var colorBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, size, size); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + var depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size); + + var stencilBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, size, size); + + var depthStencilBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, size, size); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + debug(""); + debug("color + depth"); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_ATTACHMENT); + + debug(""); + debug("color + depth + stencil: depth != stencil"); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", stencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + checkFramebuffer([gl.FRAMEBUFFER_UNSUPPORTED]); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + + debug(""); + debug("color + depth: DEPTH_STENCIL for DEPTH_ATTACHMENT"); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_ATTACHMENT); + + debug(""); + debug("color + depth + stencil: DEPTH_STENCIL for DEPTH_ATTACHMENT and STENCIL_ATTACHMENT"); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT); + + debug(""); + debug("color + depth_stencil"); + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, texture, 0); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texture); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texture); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", texture); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, null, 0); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT); + + debug(""); + debug("DEPTH_STENCIL_ATTACHMENT overwrites DEPTH_ATTACHMENT/STENCIL_ATTACHMENT") + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(); + + debug(""); + debug("STENCIL_ATTACHMENT overwrites stencil set by DEPTH_STENCIL_ATTACHMENT") + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", depthStencilBuffer); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + shouldEvaluateTo("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", null); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + checkBufferBits(gl.DEPTH_ATTACHMENT); +} + +function testFramebufferIncompleteAttachment() { + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + var colorBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + debug(""); + debug("Wrong storage type for type of attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 16, 16); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]); + + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + debug(""); + debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]); + + gl.deleteRenderbuffer(colorBuffer); + gl.deleteFramebuffer(fbo); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +function testFramebufferIncompleteMissingAttachment() { + debug(""); + debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT"); + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT]); + + var colorBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT]); + + gl.deleteRenderbuffer(colorBuffer); + gl.deleteFramebuffer(fbo); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +function testFramebufferWithImagesOfDifferentSizes() { + debug(""); + debug("Attachments of different sizes should NOT be allowed"); + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + var colorBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + + var depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 16, 16); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 32, 16); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS]); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS]); + } + + gl.deleteTexture(tex); + gl.deleteRenderbuffer(depthBuffer); + gl.deleteRenderbuffer(colorBuffer); + gl.deleteFramebuffer(fbo); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +function testUsingIncompleteFramebuffer() { + debug(""); + debug("Test drawing or reading from an incomplete framebuffer"); + var program = wtu.setupTexturedQuad(gl); + var tex = gl.createTexture(); + wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]); + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT]); + debug(""); + debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION"); + testRenderingAndReading(); + + var colorBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]); + debug(""); + debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION"); + testRenderingAndReading(); + + function testRenderingAndReading() { + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer"); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer"); + // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because + // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments + // the framebuffer is not of a compatible type. + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1); + wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], + "copyTexImage2D from incomplete framebuffer"); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0); + wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], + "copyTexSubImage2D from incomplete framebuffer"); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer"); + } + + gl.deleteRenderbuffer(colorBuffer); + gl.deleteFramebuffer(fbo); + gl.deleteTexture(tex); + gl.deleteProgram(program); +} + +function testReadingFromMissingAttachment() { + debug(""); + debug("Test drawing or reading from a framebuffer with no color image"); + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + var object_type = gl.getFramebufferAttachmentParameter( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE); + if (object_type != gl.NONE) + testFailed("object type from empty attachment point should be NONE"); + else + testPassed("object type from empty attachment point is NONE"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Query should not generate error"); + + var object_name = gl.getFramebufferAttachmentParameter( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME); + if (object_name) + testFailed("object name from empty attachment point should be null"); + else + testPassed("object name from empty attachment point is null"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Query should not generate error"); + + var size = 16; + + // The only scenario we can verify is an attempt to read or copy + // from a missing color attachment while the framebuffer is still + // complete. + var depthBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth renderbuffer setup"); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { + // The FBO has no color attachment. ReadPixels, CopyTexImage2D, + // and CopyTexSubImage2D should all generate INVALID_OPERATION. + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before ReadPixels from missing attachment"); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After ReadPixels from missing attachment"); + + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexImage2D from missing attachment"); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, size, size, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexImage2D from missing attachment"); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexSubImage2D from missing attachment"); + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, size, size); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexSubImage2D from missing attachment"); + + gl.deleteTexture(tex); + } + + gl.deleteRenderbuffer(depthBuffer); + gl.deleteFramebuffer(fbo); +} + +description("Test framebuffer object attachment behaviors"); + +shouldBeNonNull("gl = wtu.create3DContext(undefined, undefined, 2)"); + +testFramebufferWebGL1RequiredCombinations(); +testDepthStencilAttachmentBehaviors(); +testFramebufferIncompleteAttachment(); +testFramebufferIncompleteMissingAttachment(); +testFramebufferWithImagesOfDifferentSizes(); +testUsingIncompleteFramebuffer(); +testReadingFromMissingAttachment(); + +// - + +debug(""); +debug("Test calling framebufferTexture2D with impossible mip levels."); + +const fb = gl.createFramebuffer(); +gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + +const tex = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, tex); + +gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 1000); +wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, "Mip level attachment impossibly high."); +gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 10); +wtu.glErrorShouldBe(gl, 0, "Mip level attachment within acceptable range."); + +// Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1636517 : +gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 1000); +wtu.glErrorShouldBe(gl, 0, "Mip level detachment can be impossibly high."); +shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "0"); + +// - + +debug("") +var successfullyParsed = true; +</script> + +<script src="../../js/js-test-post.js"></script> +</body> +</html> |