Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / renderbuffers / multisampled-depth-renderbuffer-initialization.html
blob7bd87890e2d90fd0ecf6c3ac7e3198dc2cf3b9c6
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 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
12 <script src="../../js/js-test-pre.js"></script>
13 <script src="../../js/webgl-test-utils.js"></script>
14 </head>
15 <body>
16 <canvas id="testbed" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
17 <div id="description"></div>
18 <div id="console"></div>
19 <script>
20 "use strict";
21 var wtu = WebGLTestUtils;
22 description('Verify multisampled depth renderbuffers are initialized to 1.0 before being read in WebGL');
24 var gl = wtu.create3DContext("testbed", null, 2);
26 if (!gl) {
27 testFailed('canvas.getContext() failed');
28 } else {
29 // Set the clear color to green. It should never show up.
30 gl.clearColor(0, 1, 0, 1);
32 debug("Test renderbufferStorageMultisample with webgl1's DEPTH_STENCIL.");
34 const rb = gl.createRenderbuffer();
35 gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
36 wtu.shouldGenerateGLError(gl, 0,
37 "gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 0, gl.DEPTH_STENCIL, 1, 1)");
38 wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION,
39 "gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 1, gl.DEPTH_STENCIL, 1, 1)");
40 wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION,
41 "gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 2, gl.DEPTH_STENCIL, 1, 1)");
42 gl.deleteRenderbuffer(rb);
45 let c = gl.canvas;
46 var maxSamples = gl.getInternalformatParameter(
47 gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES)[0];
48 for (let i = 0; i < 2; ++i) {
49 // Non-multisampled tests
50 runTest(gl, {alloc1: {w: c.width, h: c.height, s: 0}, alloc2: null});
51 runTest(gl, {alloc1: null, alloc2: {w: c.width, h: c.height, s: 0}});
52 // Multisampled tests
53 runTest(gl, {alloc1: {w: c.width, h: c.height, s: maxSamples}, alloc2: null});
54 runTest(gl, {alloc1: null, alloc2: {w: c.width, h: c.height, s: maxSamples}});
56 // Tests for initially allocating at the wrong size.
57 // This is caused by a Qualcomm driver bug: http://crbug.com/696126
58 runTest(gl, {alloc1: {w: 5, h: 5, s: maxSamples}, alloc2: {w: c.width, h: c.height, s: maxSamples}});
61 // Testing buffer clearing won't change the clear values.
62 var clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
63 shouldBe("clearColor", "[0, 1, 0, 1]");
64 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
67 function runTest(gl, params) {
68 debug("");
69 debug("Test for depth buffer: " + JSON.stringify(params));
70 let resolve = params.alloc2 ? params.alloc2 : params.alloc1;
71 gl.viewport(0, 0, resolve.w, resolve.h);
72 wtu.checkCanvasRect(gl, 0, 0, resolve.w, resolve.h,
73 [0, 0, 0, 0],
74 "internal buffers have been initialized to 0");
76 gl.disable(gl.DEPTH_TEST);
78 // fill the back buffer so we know that reading below happens from
79 // the renderbuffer.
80 gl.clearDepth(0);
81 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
83 // Set up (color+depth) non-multisampled buffer to blit to and read back from.
84 var fbo = gl.createFramebuffer();
85 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
86 var buffer = gl.createRenderbuffer();
87 gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
88 gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, resolve.w, resolve.h);
89 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer);
90 var depthBuffer = gl.createRenderbuffer();
91 gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
92 gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, resolve.w, resolve.h);
93 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
94 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
95 debug("Skip: framebuffer is allowed to be incomplete.");
96 return;
98 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
99 gl.clearDepth(0);
100 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
101 wtu.checkCanvasRect(gl, 0, 0, resolve.w, resolve.h,
102 [0, 255, 0, 255],
103 "user buffer has been cleared to green");
105 // Set up (depth-only) multisampled buffer to test.
106 var fbo_m = gl.createFramebuffer();
107 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_m);
108 var buffer_m = gl.createRenderbuffer();
109 gl.bindRenderbuffer(gl.RENDERBUFFER, buffer_m);
111 if (params.alloc1) {
112 allocStorage(params.alloc1.w, params.alloc1.h, params.alloc1.s);
114 gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, buffer_m);
115 if (params.alloc2) {
116 if (params.alloc1) {
117 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
118 debug("Skip: framebuffer is allowed to be incomplete.");
119 return;
121 // Clear the FBO in order to make sure framebufferRenderbuffer is
122 // committed. (In Firefox, framebufferRenderbuffer is deferred, so this
123 // is needed to trigger the bug.)
124 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
126 allocStorage(params.alloc2.w, params.alloc2.h, params.alloc2.s);
129 function allocStorage(width, height, samples) {
130 gl.renderbufferStorageMultisample(
131 gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
132 wtu.glErrorShouldBe(gl, gl.NO_ERROR,
133 "should be no error after renderbufferStorageMultisample(DEPTH_COMPONENT16).");
136 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
137 debug("Skip: framebuffer is allowed to be incomplete.");
138 return;
140 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
142 // Blit from multisampled buffer to non-multisampled buffer.
143 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_m);
144 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo);
145 gl.clearDepth(0);
146 gl.clear(gl.DEPTH_BUFFER_BIT);
147 // Blit depth from fbo_m (should be default value of 1.0) to fbo (should be 0.0).
148 gl.blitFramebuffer(0, 0, resolve.w, resolve.h,
149 0, 0, resolve.w, resolve.h,
150 gl.DEPTH_BUFFER_BIT, gl.NEAREST);
151 // fbo depth should now be 1.0.
152 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
154 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
155 // Draw a blue quad (at clip z = 0.0, so depth = 0.5) (should pass the depth test: 0.5 < 1.0)
156 gl.depthFunc(gl.LESS);
157 gl.enable(gl.DEPTH_TEST);
158 wtu.setupColorQuad(gl);
159 wtu.setFloatDrawColor(gl, [0, 0, 1, 1]);
160 wtu.drawUnitQuad(gl);
161 wtu.checkCanvasRect(gl, 0, 0, resolve.w, resolve.h,
162 [0, 0, 255, 255]);
164 gl.deleteFramebuffer(fbo_m);
165 gl.deleteRenderbuffer(buffer_m);
166 gl.deleteFramebuffer(fbo);
167 gl.deleteRenderbuffer(buffer);
169 gl.canvas.width += 1;
170 gl.canvas.height += 1;
172 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
173 debug('');
176 var successfullyParsed = true;
177 </script>
178 <script src="../../js/js-test-post.js"></script>
179 </body>
180 </html>