summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance2/extensions/ovr_multiview2_depth.html
blob: 9ea071f25c748abcf03bc4f702c9e4fd1a6f57f9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
<!--
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 OVR_multiview2 Conformance 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 src="../../js/tests/ovr_multiview2_util.js"></script>
<script id="macroFragmentShader" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
void main() {
#ifdef GL_OVR_multiview2
    my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
#else
    // Error expected
    #error no GL_OVR_multiview2;
#endif
}
</script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";

let wtu = WebGLTestUtils;
let gl = wtu.create3DContext(null, null, 2);
let ext = null;

function runDepthRenderTest()
{
    debug("");
    debug("Testing rendering with a depth texture array and depth test on");

    let width = 64;
    let height = 64;

    let views = gl.getParameter(ext.MAX_VIEWS_OVR);

    let multiviewShaders = [
      getMultiviewPassthroughVertexShader(views),
      getMultiviewColorFragmentShader()
    ];
    let testProgram = wtu.setupProgram(gl, multiviewShaders, ['a_position'], [0], true);
    if (!testProgram) {
        testFailed("Compilation with extension enabled failed.");
        return;
    }

    let fb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    let colorTex = createTextureWithNearestFiltering(gl.TEXTURE_2D_ARRAY);
    gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, views);
    ext.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, 0, views);

    let depthTex = createTextureWithNearestFiltering(gl.TEXTURE_2D_ARRAY);
    gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.DEPTH32F_STENCIL8, width, height, views);
    ext.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, depthTex, 0, 0, views);

    let expectedStatus = gl.FRAMEBUFFER_COMPLETE;
    let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
    if (status != expectedStatus) {
        testFailed('Framebuffer status: ' + wtu.glEnumToString(gl, status) + ' did not match with the expected value: ' + wtu.glEnumToString(gl, expectedStatus));
    }  else {
        testPassed('Framebuffer status: ' + wtu.glEnumToString(gl, status) + ' matched with the expected value');
    }

    // Draw so that the depth test succeeds for all pixels.
    gl.viewport(0, 0, width, height);
    gl.enable(gl.DEPTH_TEST);
    gl.clearDepth(1.0);
    gl.clear(gl.DEPTH_BUFFER_BIT);

    wtu.drawUnitQuad(gl);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors from draw when depth test succeeds");

    let readFb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFb);
    for (let viewIndex = 0; viewIndex < views; ++viewIndex) {
        gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, viewIndex);
        let expectedColor = getExpectedColor(viewIndex);
        wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, 'view ' + viewIndex + ' should be colored ' + expectedColor);
    }

    // Draw so that the depth test fails for all pixels.
    gl.clearDepth(0.0);
    gl.clearColor(0.0, 0.0, 0.0, 0.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    wtu.drawUnitQuad(gl);
    wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors from draw when depth test fails");

    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFb);
    for (let viewIndex = 0; viewIndex < views; ++viewIndex) {
        gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, viewIndex);
        let expectedColor = [0, 0, 0, 0];
        wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, 'view ' + viewIndex + ' should be colored ' + expectedColor);
    }
}

description("This test verifies drawing to depth buffers with the OVR_multiview2 extension, if it is available.");

debug("");

if (!gl) {
  testFailed("WebGL context does not exist");
} else {
  testPassed("WebGL context exists");

  debug("");

  if (!gl.getExtension("OVR_multiview2")) {
      testPassed("No OVR_multiview2 support -- this is legal");
  } else {
      testPassed("Successfully enabled OVR_multiview2 extension");
      ext = gl.getExtension('OVR_multiview2');

      wtu.setupUnitQuad(gl, 0, 1);

      runDepthRenderTest();
  }
}

debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

</body>
</html>