content/canvas/test/webgl-conformance/conformance/extensions/webgl-depth-texture.html

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

     1 <!--
     3 /*
     4 ** Copyright (c) 2012 The Khronos Group Inc.
     5 **
     6 ** Permission is hereby granted, free of charge, to any person obtaining a
     7 ** copy of this software and/or associated documentation files (the
     8 ** "Materials"), to deal in the Materials without restriction, including
     9 ** without limitation the rights to use, copy, modify, merge, publish,
    10 ** distribute, sublicense, and/or sell copies of the Materials, and to
    11 ** permit persons to whom the Materials are furnished to do so, subject to
    12 ** the following conditions:
    13 **
    14 ** The above copyright notice and this permission notice shall be included
    15 ** in all copies or substantial portions of the Materials.
    16 **
    17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
    18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
    19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
    20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
    21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
    22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
    23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
    24 */
    26 -->
    27 <!DOCTYPE html>
    28 <html>
    29 <head>
    30 <meta charset="utf-8">
    31 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
    32 <script src="../../resources/js-test-pre.js"></script>
    33 <script src="../resources/webgl-test.js"></script>
    34 <script src="../resources/webgl-test-utils.js"></script>
    35 <title>WebGL WEBGL_depth_texture Conformance Tests</title>
    36 </head>
    37 <body>
    38 <script id="vshader" type="x-shader/x-vertex">
    39 attribute vec4 a_position;
    40 void main()
    41 {
    42     gl_Position = a_position;
    43 }
    44 </script>
    46 <script id="fshader" type="x-shader/x-fragment">
    47 precision mediump float;
    48 uniform sampler2D u_texture;
    49 uniform vec2 u_resolution;
    50 void main()
    51 {
    52     vec2 texcoord = gl_FragCoord.xy / u_resolution;
    53     gl_FragColor = texture2D(u_texture, texcoord);
    54 }
    55 </script>
    56 <div id="description"></div>
    57 <div id="console"></div>
    58 <canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
    59 <script>
    60 if (window.initNonKhronosFramework) {
    61     window.initNonKhronosFramework(false);
    62 }
    63 description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");
    65 debug("");
    67 var wtu = WebGLTestUtils;
    68 var canvas = document.getElementById("canvas");
    69 var gl = wtu.create3DContext(canvas, {antialias: false});
    70 var program = wtu.setupTexturedQuad(gl);
    71 var ext = null;
    72 var vao = null;
    73 var tex;
    74 var name;
    75 var supportedFormats;
    77 if (!gl) {
    78     testFailed("WebGL context does not exist");
    79 } else {
    80     testPassed("WebGL context exists");
    82     // Run tests with extension disabled
    83     runTestDisabled();
    85     // Query the extension and store globally so shouldBe can access it
    86     ext = wtu.getExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
    87     if (!ext) {
    88         testPassed("No WEBGL_depth_texture support -- this is legal");
    89         runSupportedTest(false);
    90     } else {
    91         testPassed("Successfully enabled WEBGL_depth_texture extension");
    93         runSupportedTest(true);
    94         runTestExtension();
    95     }
    96 }
    98 function runSupportedTest(extensionEnabled) {
    99     var name = wtu.getSupportedExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
   100     if (name !== undefined) {
   101         if (extensionEnabled) {
   102             testPassed("WEBGL_depth_texture listed as supported and getExtension succeeded");
   103         } else {
   104             testFailed("WEBGL_depth_texture listed as supported but getExtension failed");
   105         }
   106     } else {
   107         if (extensionEnabled) {
   108             testFailed("WEBGL_depth_texture not listed as supported but getExtension succeeded");
   109         } else {
   110             testPassed("WEBGL_depth_texture not listed as supported and getExtension failed -- this is legal");
   111         }
   112     }
   113 }
   116 function runTestDisabled() {
   117     debug("Testing binding enum with extension disabled");
   119     var tex = gl.createTexture();
   120     gl.bindTexture(gl.TEXTURE_2D, tex);
   121     shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)');
   122     shouldGenerateGLError(gl, gl.INVALID_ENUM, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null)');
   123 }
   126 function dumpIt(gl, res, msg) {
   127   return;  // comment out to debug
   128   debug(msg);
   129   var actualPixels = new Uint8Array(res * res * 4);
   130   gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
   132   for (var yy = 0; yy < res; ++yy) {
   133     var strs = [];
   134     for (var xx = 0; xx < res; ++xx) {
   135       var actual = (yy * res + xx) * 4;
   136       strs.push("(" + actualPixels[actual] + "," + actualPixels[actual+1] + "," + actualPixels[actual + 2] + "," + actualPixels[actual + 3] + ")");
   137     }
   138     debug(strs.join(" "));
   139   }
   140 }
   141 function runTestExtension() {
   142     debug("Testing WEBGL_depth_texture");
   144     var res = 8;
   146     // make canvas for testing.
   147     canvas2 = document.createElement("canvas");
   148     canvas2.width = res;
   149     canvas2.height = res;
   150     var ctx = canvas2.getContext("2d");
   151     ctx.fillStyle = "blue";
   152     ctx.fillRect(0, 0, canvas2.width, canvas2.height);
   154     var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_position']);
   155     gl.useProgram(program);
   156     gl.uniform2f(gl.getUniformLocation(program, "u_resolution"), res, res);
   158     var buffer = gl.createBuffer();
   159     gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
   160     gl.bufferData(
   161         gl.ARRAY_BUFFER,
   162         new Float32Array(
   163             [   1,  1,  1,
   164                -1,  1,  0,
   165                -1, -1, -1,
   166                 1,  1,  1,
   167                -1, -1, -1,
   168                 1, -1,  0,
   169             ]),
   170         gl.STATIC_DRAW);
   171     gl.enableVertexAttribArray(0);
   172     gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
   174     var types = [
   175         {obj: 'gl',  attachment: 'DEPTH_ATTACHMENT',         format: 'DEPTH_COMPONENT', type: 'UNSIGNED_SHORT',          data: 'new Uint16Array(1)' },
   176         {obj: 'gl',  attachment: 'DEPTH_ATTACHMENT',         format: 'DEPTH_COMPONENT', type: 'UNSIGNED_INT',            data: 'new Uint32Array(1)' },
   177         {obj: 'ext', attachment: 'DEPTH_STENCIL_ATTACHMENT', format: 'DEPTH_STENCIL',   type: 'UNSIGNED_INT_24_8_WEBGL', data: 'new Uint32Array(1)' }
   178     ];
   180     for (var ii = 0; ii < types.length; ++ii) {
   181         var typeInfo = types[ii];
   182         var type = typeInfo.type;
   183         var typeStr = typeInfo.obj + '.' + type;
   185         debug("");
   186         debug("testing: " + type);
   188         // check that cubemaps are not allowed.
   189         var cubeTex = gl.createTexture();
   190         gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubeTex);
   191         var targets = [
   192           'TEXTURE_CUBE_MAP_POSITIVE_X',
   193           'TEXTURE_CUBE_MAP_NEGATIVE_X',
   194           'TEXTURE_CUBE_MAP_POSITIVE_Y',
   195           'TEXTURE_CUBE_MAP_NEGATIVE_Y',
   196           'TEXTURE_CUBE_MAP_POSITIVE_Z',
   197           'TEXTURE_CUBE_MAP_NEGATIVE_Z'
   198         ];
   199         for (var tt = 0; tt < targets.length; ++tt) {
   200             shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
   201         }
   203         // check 2d textures.
   204         tex = gl.createTexture();
   205         gl.bindTexture(gl.TEXTURE_2D, tex);
   206         gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   207         gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   208         gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
   209         gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
   211         // test level > 0
   212         shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
   214         // test with data
   215         shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
   217         // test with canvas
   218         shouldGenerateGLError(gl, [gl.INVALID_VALUE, gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', gl.' + typeInfo.format + ', ' + typeStr  + ', canvas2)');
   220         // test copyTexImage2D
   221         shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 0, 0, 1, 1, 0)');
   223         // test real thing
   224         shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', ' + res + ', ' + res + ', 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
   226         // test texSubImage2D
   227         shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.' + typeInfo.format + ', ' + typeStr  + ', ' + typeInfo.data + ')');
   229         // test copyTexSubImage2D
   230         shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1)');
   232         // test generateMipmap
   233         shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.generateMipmap(gl.TEXTURE_2D)');
   235         var fbo = gl.createFramebuffer();
   236         gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   237         gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, tex, 0);
   238         // TODO: remove this check if the spec is updated to require these combinations to work.
   239         if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
   240         {
   241             // try adding a color buffer.
   242             var colorTex = gl.createTexture();
   243             gl.bindTexture(gl.TEXTURE_2D, colorTex);
   244             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   245             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   246             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
   247             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
   248             gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, res, res, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
   249             gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
   250             shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
   251         }
   253         // use the default texture to render with while we return to the depth texture.
   254         gl.bindTexture(gl.TEXTURE_2D, null);
   256         // render the z-quad
   257         gl.enable(gl.DEPTH_TEST);
   258         gl.clearColor(1, 0, 0, 1);
   259         gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
   260         gl.drawArrays(gl.TRIANGLES, 0, 6);
   262         dumpIt(gl, res, "--first--");
   264         // render the depth texture.
   265         gl.bindFramebuffer(gl.FRAMEBUFFER, null);
   266         gl.bindTexture(gl.TEXTURE_2D, tex);
   267         gl.clearColor(0, 0, 1, 1);
   268         gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
   269         gl.drawArrays(gl.TRIANGLES, 0, 6);
   271         var actualPixels = new Uint8Array(res * res * 4);
   272         gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
   274         dumpIt(gl, res, "--depth--");
   276         // Check that each pixel's RGB are the same and that it's value is less
   277         // than the previous pixel in either direction. Basically verify we have a
   278         // gradient.
   279         var success = true;
   280         for (var yy = 0; yy < res; ++yy) {
   281           for (var xx = 0; xx < res; ++xx) {
   282             var actual = (yy * res + xx) * 4;
   283             var left = actual - 4;
   284             var down = actual - res * 4;
   286             if (actualPixels[actual + 0] != actualPixels[actual + 1]) {
   287                 testFailed('R != G');
   288                 success = false;
   289             }
   290             if (actualPixels[actual + 0] != actualPixels[actual + 2]) {
   291                 testFailed('R != B');
   292                 success = false;
   293             }
   294             // ALPHA is implementation dependent
   295             if (actualPixels[actual + 3] != 0xFF && actualPixels[actual + 3] != actualPixels[actual + 0]) {
   296                 testFailed('A != 255 && A != R');
   297                 success = false;
   298             }
   300             if (xx > 0) {
   301               if (actualPixels[actual] <= actualPixels[left]) {
   302                   testFailed("actual(" + actualPixels[actual] + ") < left(" + actualPixels[left] + ")");
   303                   success = false;
   304               }
   305             }
   306             if (yy > 0) {
   307                 if (actualPixels[actual] <= actualPixels[down]) {
   308                     testFailed("actual(" + actualPixels[actual] + ") < down(" + actualPixels[down] + ")");
   309                     success = false;
   310                 }
   311             }
   312           }
   313         }
   315         // Check that bottom left corner is vastly different thatn top right.
   316         if (actualPixels[(res * res - 1) * 4] - actualPixels[0] < 0xC0) {
   317             testFailed("corners are not different enough");
   318             success = false;
   319         }
   321         if (success) {
   322             testPassed("depth texture rendered correctly.");
   323         }
   325         // check limitations
   326         gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
   327         gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, null, 0);
   328         var badAttachment = typeInfo.attachment == 'DEPTH_ATTACHMENT' ? 'DEPTH_STENCIL_ATTACHMENT' : 'DEPTH_ATTACHMENT';
   329         shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.' + badAttachment + ', gl.TEXTURE_2D, tex, 0)');
   330         shouldNotBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
   331         shouldGenerateGLError(gl, gl.INVALID_FRAMEBUFFER_OPERATION, 'gl.clear(gl.DEPTH_BUFFER_BIT)');
   332         gl.bindFramebuffer(gl.FRAMEBUFFER, null);
   333         shouldBe('gl.getError()', 'gl.NO_ERROR');
   334     }
   335 }
   337 debug("");
   338 successfullyParsed = true;
   339 </script>
   340 <script src="../../resources/js-test-post.js"></script>
   341 </body>
   342 </html>

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