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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 BlitFramebuffer Stencil-only 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 id="vs" type="x-shader/x-vertex">#version 300 es
+in vec4 position;
+void main() {
+ gl_Position = position;
+}
+</script>
+<script id="fs" type="x-shader/x-fragment">#version 300 es
+out mediump vec4 colorOut;
+uniform mediump vec3 color;
+void main() {
+ colorOut = vec4(color, 1.0);
+}
+</script>
+
+</head>
+<body>
+<canvas id="example" width="8" height="8"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description("This test covers some edge cases of blitFramebuffer with stencil.");
+
+var gl = wtu.create3DContext("example", undefined, 2);
+
+var program, colorLoc;
+
+function init_buffer(format) {
+ var buf = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, buf)
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, 16, 16);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+ var rbo = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
+ gl.renderbufferStorage(gl.RENDERBUFFER, format, 16, 16);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER,
+ gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo);
+
+ gl.clearBufferfi(gl.DEPTH_STENCIL, 0, 1.0, 0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after buffer init");
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+
+ return { fbo: buf, color: tex, depthStencil: rbo };
+}
+
+var quadVB;
+
+function drawQuad(depth) {
+ if (!quadVB) {
+ quadVB = gl.createBuffer()
+ }
+
+ var quadVerts = new Float32Array(3 * 6);
+ quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth;
+ quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth;
+ quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth;
+ quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth;
+ quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth;
+ quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth;
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, quadVB);
+ gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
+ gl.enableVertexAttribArray(0);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawQuad");
+}
+
+// Test based on dEQP-GLES3.functional.blit.depth_stencil.depth_24_stencil8_stencil_only
+function test_stencil_only_blit(format) {
+ debug("testing format: " + wtu.glEnumToString(gl, format))
+
+ var src = init_buffer(format);
+ var dest = init_buffer(format);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, src.fbo);
+ gl.viewport(0, 0, 16, 16);
+
+ // Fill source with red, depth = 0.5, stencil = 7
+ gl.enable(gl.DEPTH_TEST);
+ gl.enable(gl.STENCIL_TEST);
+ gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
+ gl.stencilFunc(gl.ALWAYS, 7, 0xFF);
+ gl.uniform3f(colorLoc, 1.0, 0.0, 0.0);
+ drawQuad(0.5);
+
+ // Fill dest with yellow, depth = 0.0, stencil = 1
+ gl.bindFramebuffer(gl.FRAMEBUFFER, dest.fbo);
+ gl.stencilFunc(gl.ALWAYS, 1, 0xff);
+ gl.uniform3f(colorLoc, 1.0, 1.0, 0.0);
+ drawQuad(0.0);
+
+ // Perform copy.
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, src.fbo);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, dest.fbo);
+ gl.blitFramebuffer(0, 0, 16, 16, 0, 0, 16, 16, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
+
+ // Render blue where depth < 0, decrement on depth failure.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, dest.fbo);
+ gl.stencilOp(gl.KEEP, gl.DECR, gl.KEEP);
+ gl.stencilFunc(gl.ALWAYS, 0, 0xff);
+
+ gl.uniform3f(colorLoc, 0.0, 0.0, 1.0);
+ drawQuad(0.0);
+
+ // Render green where stencil == 6.
+ gl.disable(gl.DEPTH_TEST);
+ gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
+ gl.stencilFunc(gl.EQUAL, 6, 0xff);
+
+ gl.uniform3f(colorLoc, 0.0, 1.0, 0.0);
+ drawQuad(0.0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after test");
+ wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0, 255, 0, 255],
+ "stencil test should be green");
+
+ gl.deleteFramebuffer(src.fbo);
+ gl.deleteFramebuffer(dest.fbo);
+ gl.deleteTexture(src.color);
+ gl.deleteTexture(dest.color);
+ gl.deleteRenderbuffer(src.depthStencil);
+ gl.deleteRenderbuffer(dest.depthStencil);
+}
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ program = wtu.setupProgram(gl, ["vs", "fs"], ["position"]);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program initialization");
+ shouldBe('gl.getProgramParameter(program, gl.LINK_STATUS)', 'true');
+
+ colorLoc = gl.getUniformLocation(program, "color")
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "query uniform location");
+ shouldBeNonNull('colorLoc')
+
+ test_stencil_only_blit(gl.DEPTH24_STENCIL8);
+ test_stencil_only_blit(gl.DEPTH32F_STENCIL8);
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>