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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 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>