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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 Rendering and Sampling Feedback Loop Tests for Depth/Stencil Buffer</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>
+<canvas id="example" width="8" height="8"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+in highp vec4 aPosition;
+in vec2 aTexCoord;
+out vec2 texCoord;
+void main() {
+ gl_Position = aPosition;
+ texCoord = aTexCoord;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+uniform sampler2D tex;
+in vec2 texCoord;
+out vec4 oColor;
+void main() {
+ oColor = texture(tex, texCoord);
+}
+</script>
+
+<script>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description("This test verifies the functionality of rendering to the same texture where it samples from.");
+
+var gl = wtu.create3DContext("example", undefined, 2);
+
+var width = 8;
+var height = 8;
+var tex0;
+var tex1;
+var tex2;
+var fbo;
+var program;
+var positionLoc;
+var texCoordLoc;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ init();
+ detect_depth_stencil_feedback_loop();
+ deinit();
+}
+
+function init() {
+ // Setup program
+ program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition', 'aTexCoord'], [0, 1]);
+ positionLoc = gl.getAttribLocation(program, "aPosition");
+ texCoordLoc = gl.getAttribLocation(program, "aTexCoord");
+ if (!program || positionLoc < 0 || texCoordLoc < 0) {
+ testFailed("Set up program failed");
+ return;
+ }
+ testPassed("Set up program succeeded");
+
+ wtu.setupUnitQuad(gl, 0, 1);
+ gl.viewport(0, 0, width, height);
+
+ var texLoc = gl.getUniformLocation(program, "tex");
+ gl.uniform1i(texLoc, 0);
+
+ // Create textures and allocate storage
+ tex0 = gl.createTexture();
+ tex1 = gl.createTexture();
+ tex2 = gl.createTexture();
+ wtu.fillTexture(gl, tex0, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ wtu.fillTexture(gl, tex1, width, height, [0x80], 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, gl.DEPTH_COMPONENT16);
+ 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_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
+ wtu.fillTexture(gl, tex2, width, height, [0x40], 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, gl.DEPTH24_STENCIL8);
+ 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_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Succeed to create textures.");
+
+ fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0);
+}
+
+function detect_depth_stencil_feedback_loop() {
+ // Test rendering and sampling feedback loop for depth buffer
+ gl.bindTexture(gl.TEXTURE_2D, tex1);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, tex1, 0);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.enable(gl.DEPTH_TEST);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer during rendering.");
+
+ gl.depthMask(gl.FALSE);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer. A feedback loop is formed regardless of the status of depth mask.");
+
+ gl.depthMask(gl.TRUE);
+ gl.disable(gl.DEPTH_TEST);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as depth buffer. A feedback loop is formed regardless of whether the depth test is enabled.");
+
+ // Test rendering and sampling feedback loop for stencil buffer
+ gl.bindTexture(gl.TEXTURE_2D, tex2);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, tex2, 0);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+
+ gl.enable(gl.STENCIL_TEST);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as stencil buffer during rendering.");
+
+ gl.stencilMask(0x0);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test sampls from a image. The same image is used as stencil buffer. A feedback loop is formed regardless of the status of stencil mask.");
+
+ gl.stencilMask(0xffff);
+ gl.disable(gl.STENCIL_TEST);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "The test samples from a image. The same image is used as stencil buffer. A feedback loop is formed regardless of whether the stencil test is enabled.");
+}
+
+function deinit() {
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.deleteTexture(tex0);
+ gl.deleteTexture(tex1);
+ gl.deleteTexture(tex2);
+ gl.deleteFramebuffer(fbo);
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>