Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / renderbuffers / invalidate-framebuffer.html
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1 <!--
2 Copyright (c) 2019 The Khronos Group Inc.
3 Use of this source code is governed by an MIT-style license that can be
4 found in the LICENSE.txt file.
5 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>Invalidate Framebuffer Against WebGL 2</title>
12 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
13 <script src="../../js/js-test-pre.js"></script>
14 <script src="../../js/webgl-test-utils.js"></script>
15 </head>
16 <body>
17 <div id="description"></div>
18 <div id="console"></div>
19 <canvas id="canvas" width="20" height="20"> </canvas>
20 <script>
21 "use strict";
22 description("This tests invalidateFramebuffer and invalidateSubFramebuffer");
24 debug("");
25 debug("Canvas.getContext");
27 var wtu = WebGLTestUtils;
28 var canvas = document.getElementById("canvas");
29 var gl = wtu.create3DContext(canvas, { depth : true, stencil : false }, 2);
30 if (!gl) {
31 testFailed("context does not exist");
32 } else {
33 testPassed("context exists");
35 debug("");
36 debug("invalidate framebuffer.");
38 gl.clearColor(0, 0, 0, 0);
40 // setup framebuffer with depth attachment and multi-sampled color attachment
41 var fb_m = gl.createFramebuffer();
42 gl.bindFramebuffer(gl.FRAMEBUFFER, fb_m);
44 var rb_m = gl.createRenderbuffer();
45 gl.bindRenderbuffer(gl.RENDERBUFFER, rb_m);
46 var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);
47 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb_m);
48 // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer
49 invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0);
50 gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.RGBA8, canvas.width, canvas.height);
51 gl.clear(gl.COLOR_BUFFER_BIT);
52 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
53 "should be no errors after attaching a multi-sampled renderbuffer to fbo.");
55 var rb = gl.createRenderbuffer();
56 gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
57 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
58 // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer
59 invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT);
60 gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
61 gl.clear(gl.DEPTH_BUFFER_BIT);
62 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
63 "should be no errors after attaching a renderbuffer to fbo.");
65 // in real world case, after some drawing, we can invalidate the depth attachment of the bound fbo
66 invalidation(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT);
68 // set up framebuffer to blit to and read back from
69 var fb = gl.createFramebuffer();
70 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
71 var buffer = gl.createRenderbuffer();
72 gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
73 gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, canvas.width, canvas.height);
74 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer);
75 gl.clear(gl.COLOR_BUFFER_BIT);
76 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
77 "should be no errors after attaching a renderbuffer to fbo.");
79 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb_m);
80 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb);
81 gl.blitFramebuffer(0, 0, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
82 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
83 "should be no errors after bliting framebuffer.");
85 // invalidate the multi-sampled color attachment of the bound read framebuffer after blitFramebuffer.
86 invalidation(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT);
88 var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
89 gl.invalidateSubFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments], 5, 5, 10, 10);
90 wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM],
91 "calling invalidateSubFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION.");
92 gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments]);
93 wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM],
94 "calling invalidateFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION.");
96 // invalidate the default framebuffer
97 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
98 invalidation(gl.FRAMEBUFFER, gl.DEPTH, gl.STENCIL);
100 gl.deleteFramebuffer(fb_m);
101 gl.deleteRenderbuffer(rb_m);
102 gl.deleteRenderbuffer(rb);
103 gl.deleteFramebuffer(fb);
104 gl.deleteRenderbuffer(buffer);
106 testInvalidateRGBThenDraw();
107 testInvalidateWithBlend();
110 function invalidation(target, valid_attachment, invalid_attachment) {
111 gl.invalidateSubFramebuffer(target, [invalid_attachment], 5, 5, 10, 10);
112 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
113 "calling invalidateSubFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors.");
114 gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 10, 10);
115 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
116 "calling invalidateSubFramebuffer should succeed.");
118 gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, -5, -5);
119 wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
120 "calling invalidateSubFramebuffer should generate INVALID_VALUE if width < 0 or height < 0.");
122 gl.invalidateSubFramebuffer(target, [valid_attachment], -5, -5, 10, 10);
123 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
124 "calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored.");
125 gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 20, 20);
126 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
127 "calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored.");
129 gl.invalidateFramebuffer(target, [invalid_attachment]);
130 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
131 "calling invalidateFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors.");
132 gl.invalidateFramebuffer(target, [valid_attachment]);
133 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
134 "calling invalidateFramebuffer should succeed.");
137 function invalidateIncompleteAttachment(target, incomplete_attachment) {
138 shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)",
139 "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
140 gl.invalidateSubFramebuffer(target, [incomplete_attachment], 5, 5, 10, 10);
141 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
142 "calling invalidateSubFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors");
143 gl.invalidateFramebuffer(target, [incomplete_attachment]);
144 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
145 "calling invalidateFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors.");
148 function testInvalidateRGBThenDraw() {
149 const program = wtu.setupColorQuad(gl);
151 const texture = gl.createTexture();
152 gl.bindTexture(gl.TEXTURE_2D, texture);
153 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
155 const fbo = gl.createFramebuffer();
156 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
157 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
158 wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE);
160 gl.clearColor(0, 0, 0, 0);
161 gl.clear(gl.COLOR_BUFFER_BIT);
163 // Verify that clearing alpha is ineffective on an RGB format.
164 const black = [0, 0, 0, 255];
165 wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, `should be black`);
167 // Invalidate the framebuffer contents.
168 gl.invalidateFramebuffer(gl.FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
170 // Without an explicit clear, draw blue and make sure alpha is unaffected. If RGB is emulated
171 // with RGBA, the previous invalidate shouldn't affect the alpha value.
172 wtu.drawFloatColorQuad(gl, [0, 0, 1, 1]);
173 const blue = [0, 0, 255, 255];
174 wtu.checkCanvasRect(gl, 0, 0, 1, 1, blue, `should be blue`);
176 wtu.glErrorShouldBe(gl, gl.NO_ERROR);
178 gl.deleteTexture(texture);
179 gl.deleteFramebuffer(fbo);
180 gl.deleteProgram(program);
183 function testInvalidateWithBlend() {
184 // Create the framebuffer that will be invalidated
185 const renderTarget = gl.createTexture();
186 gl.bindTexture(gl.TEXTURE_2D, renderTarget);
187 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
189 const drawFBO = gl.createFramebuffer();
190 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawFBO);
191 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTarget, 0);
193 // Clear the framebuffer and invalidate it.
194 gl.clearColor(1, 1, 1, 1);
195 gl.clear(gl.COLOR_BUFFER_BIT);
197 gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
199 // Upload data to it
200 const cyan = new Uint8Array([0, 255, 255, 255]);
201 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, cyan);
203 // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
204 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawFBO);
206 const program = wtu.setupColorQuad(gl);
208 gl.enable(gl.BLEND);
209 gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
210 wtu.drawFloatColorQuad(gl, [1, 0, 0, 0.5]);
211 const expected = [127, 127, 127, 191];
212 wtu.checkCanvasRect(gl, 0, 0, 1, 1, expected, `should be ${expected}`, 1);
214 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
215 "calling invalidateFramebuffer and then uploading data to texture in framebuffer. There should be no errors");
217 gl.deleteTexture(renderTarget);
218 gl.deleteFramebuffer(drawFBO);
219 gl.deleteProgram(program);
220 gl.disable(gl.BLEND);
223 debug("");
224 var successfullyParsed = true;
226 </script>
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229 </body>
230 </html>