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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/angle-stuck-depth-textures.html b/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/angle-stuck-depth-textures.html new file mode 100644 index 0000000000..17cb0ac916 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/textures/misc/angle-stuck-depth-textures.html @@ -0,0 +1,197 @@ +<!-- +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 Textures Misc Tests: "Stuck" Depth Textures</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="draw-vs" type="x-shader/x-vertex">#version 100 +attribute vec3 vertex; +void main () { + gl_Position = vec4(vertex.x, vertex.y, vertex.z * 2.0 - 1.0, 1); +} +</script> +<script id="draw-fs" type="x-shader/x-fragment">#version 100 +void main () { + gl_FragColor = vec4 (1.); +} +</script> + +<script id="blit-vs" type="x-shader/x-vertex">#version 100 +attribute vec2 vertex; +varying vec2 position; +void main () { + position = vertex * .5 + .5; + gl_Position = vec4(vertex, 0, 1); +} +</script> +<script id="blit-fs" type="x-shader/x-fragment">#version 100 +precision mediump float; +uniform sampler2D texture; +varying vec2 position; +void main () { + gl_FragColor = vec4 (texture2D (texture, position).rrr, 1.); +} +</script> + +</head> +<body> +<canvas id="example" width="128" height="128"></canvas> +<div id="description"></div> +<div id="console"></div> + +<script> +"use strict"; + +description("This test covers an ANGLE bug where an AMD workaround would cause depth textures to stick. See http://anglebug.com/1664."); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example", undefined, 2); + +var WEBGL_depth_texture; + +var drawProgram, blitProgram, textureLoc; + +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 run_test() { + + var colorTex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, colorTex); + 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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 128, 128, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.bindTexture(gl.TEXTURE_2D, null); + + var depthTex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, depthTex); + 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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); + var levels = Math.log2(128); + for (var mipLevel = 0; mipLevel <= levels; ++mipLevel) + { + var size = 128 >> mipLevel; + gl.texImage2D(gl.TEXTURE_2D, mipLevel, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, + gl.UNSIGNED_INT_24_8, null); + } + gl.bindTexture(gl.TEXTURE_2D, null); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init textures"); + + var framebuffer = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTex, 0); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init framebuffer"); + + gl.depthRange(0.0, 1.0); + gl.viewport(0, 0, 128, 128); + gl.clearColor(0, 0, 0, 1); + + // Draw loop. + for (var frame = 0; frame < 4; ++frame) + { + // draw into FBO + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + gl.enable(gl.DEPTH_TEST); + + gl.useProgram(drawProgram); + if (frame % 2 != 0) { + drawQuad(0.0); + } else { + drawQuad(1.0); + } + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + // blit FBO + gl.disable(gl.DEPTH_TEST); + + gl.useProgram(blitProgram); + gl.uniform1i(textureLoc, 0); + gl.bindTexture(gl.TEXTURE_2D, depthTex); + + drawQuad(0.5); + + if (frame % 2 != 0) { + wtu.checkCanvasRect(gl, 0, 0, 128, 128, [0, 0, 0, 255], + "depth texture should be black on odd iterations"); + + } else { + wtu.checkCanvasRect(gl, 0, 0, 128, 128, [255, 255, 255, 255], + "depth texture should be white on even iterations"); + } + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw"); + } + + gl.deleteTexture(colorTex); + gl.deleteTexture(depthTex); + gl.deleteFramebuffer(framebuffer); +} + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + drawProgram = wtu.setupProgram(gl, ["draw-vs", "draw-fs"], ["vertex"]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw program initialization"); + shouldBe('gl.getProgramParameter(drawProgram, gl.LINK_STATUS)', 'true'); + + blitProgram = wtu.setupProgram(gl, ["blit-vs", "blit-fs"], ["vertex"]); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blit program initialization"); + shouldBe('gl.getProgramParameter(blitProgram, gl.LINK_STATUS)', 'true'); + + textureLoc = gl.getUniformLocation(blitProgram, "texture") + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "query texture location"); + shouldBeNonNull('textureLoc') + + run_test(); +} + +var successfullyParsed = true; +</script> +<script src="../../../js/js-test-post.js"></script> + +</body> +</html> |