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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/invalidate-framebuffer.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/invalidate-framebuffer.html b/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/invalidate-framebuffer.html new file mode 100644 index 0000000000..426148cf5e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/invalidate-framebuffer.html @@ -0,0 +1,230 @@ +<!-- +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>Invalidate Framebuffer Against WebGL 2</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> +<div id="description"></div> +<div id="console"></div> +<canvas id="canvas" width="20" height="20"> </canvas> +<script> +"use strict"; +description("This tests invalidateFramebuffer and invalidateSubFramebuffer"); + +debug(""); +debug("Canvas.getContext"); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +var gl = wtu.create3DContext(canvas, { depth : true, stencil : false }, 2); +if (!gl) { + testFailed("context does not exist"); +} else { + testPassed("context exists"); + + debug(""); + debug("invalidate framebuffer."); + + gl.clearColor(0, 0, 0, 0); + + // setup framebuffer with depth attachment and multi-sampled color attachment + var fb_m = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb_m); + + var rb_m = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb_m); + var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb_m); + // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer + invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.RGBA8, canvas.width, canvas.height); + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "should be no errors after attaching a multi-sampled renderbuffer to fbo."); + + var rb = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb); + // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer + invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.DEPTH_COMPONENT16, canvas.width, canvas.height); + gl.clear(gl.DEPTH_BUFFER_BIT); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "should be no errors after attaching a renderbuffer to fbo."); + + // in real world case, after some drawing, we can invalidate the depth attachment of the bound fbo + invalidation(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT); + + // set up framebuffer to blit to and read back from + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + var buffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, buffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, canvas.width, canvas.height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer); + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "should be no errors after attaching a renderbuffer to fbo."); + + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb_m); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb); + gl.blitFramebuffer(0, 0, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "should be no errors after bliting framebuffer."); + + // invalidate the multi-sampled color attachment of the bound read framebuffer after blitFramebuffer. + invalidation(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT); + + var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS); + gl.invalidateSubFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments], 5, 5, 10, 10); + wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM], + "calling invalidateSubFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION."); + gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments]); + wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM], + "calling invalidateFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION."); + + // invalidate the default framebuffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + invalidation(gl.FRAMEBUFFER, gl.DEPTH, gl.STENCIL); + + gl.deleteFramebuffer(fb_m); + gl.deleteRenderbuffer(rb_m); + gl.deleteRenderbuffer(rb); + gl.deleteFramebuffer(fb); + gl.deleteRenderbuffer(buffer); + + testInvalidateRGBThenDraw(); + testInvalidateWithBlend(); +} + +function invalidation(target, valid_attachment, invalid_attachment) { + gl.invalidateSubFramebuffer(target, [invalid_attachment], 5, 5, 10, 10); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateSubFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors."); + gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 10, 10); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateSubFramebuffer should succeed."); + + gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, -5, -5); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, + "calling invalidateSubFramebuffer should generate INVALID_VALUE if width < 0 or height < 0."); + + gl.invalidateSubFramebuffer(target, [valid_attachment], -5, -5, 10, 10); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored."); + gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 20, 20); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored."); + + gl.invalidateFramebuffer(target, [invalid_attachment]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors."); + gl.invalidateFramebuffer(target, [valid_attachment]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateFramebuffer should succeed."); +} + +function invalidateIncompleteAttachment(target, incomplete_attachment) { + shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", + "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); + gl.invalidateSubFramebuffer(target, [incomplete_attachment], 5, 5, 10, 10); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateSubFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors"); + gl.invalidateFramebuffer(target, [incomplete_attachment]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors."); +} + +function testInvalidateRGBThenDraw() { + const program = wtu.setupColorQuad(gl); + + const texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, null); + + const fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE); + + gl.clearColor(0, 0, 0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + + // Verify that clearing alpha is ineffective on an RGB format. + const black = [0, 0, 0, 255]; + wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, `should be black`); + + // Invalidate the framebuffer contents. + gl.invalidateFramebuffer(gl.FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]); + + // Without an explicit clear, draw blue and make sure alpha is unaffected. If RGB is emulated + // with RGBA, the previous invalidate shouldn't affect the alpha value. + wtu.drawFloatColorQuad(gl, [0, 0, 1, 1]); + const blue = [0, 0, 255, 255]; + wtu.checkCanvasRect(gl, 0, 0, 1, 1, blue, `should be blue`); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + gl.deleteTexture(texture); + gl.deleteFramebuffer(fbo); + gl.deleteProgram(program); +} + +function testInvalidateWithBlend() { + // Create the framebuffer that will be invalidated + const renderTarget = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, renderTarget); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + + const drawFBO = gl.createFramebuffer(); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawFBO); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTarget, 0); + + // Clear the framebuffer and invalidate it. + gl.clearColor(1, 1, 1, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + + gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]); + + // Upload data to it + const cyan = new Uint8Array([0, 255, 255, 255]); + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, cyan); + + // Blend into the framebuffer, then verify that the framebuffer should have had cyan. + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawFBO); + + const program = wtu.setupColorQuad(gl); + + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + wtu.drawFloatColorQuad(gl, [1, 0, 0, 0.5]); + const expected = [127, 127, 127, 191]; + wtu.checkCanvasRect(gl, 0, 0, 1, 1, expected, `should be ${expected}`, 1); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling invalidateFramebuffer and then uploading data to texture in framebuffer. There should be no errors"); + + gl.deleteTexture(renderTarget); + gl.deleteFramebuffer(drawFBO); + gl.deleteProgram(program); + gl.disable(gl.BLEND); +} + +debug(""); +var successfullyParsed = true; + +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |