Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
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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>WebGL BlitFramebuffer Tests</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 <canvas id="canvas" width="8" height="8"></canvas>
18 <div id="description"></div>
19 <div id="console"></div>
21 <script>
22 "use strict";
24 var wtu = WebGLTestUtils;
25 description("This test verifies the functionality of blitFramebuffer with multiple draw buffers (srgb image and linear image).");
27 var gl = wtu.create3DContext("canvas", undefined, 2);
28 var linearMask = 1;
29 var srgbMask = 2;
31 if (!gl) {
32 testFailed("WebGL context does not exist");
33 } else {
34 testPassed("WebGL context exists");
36 var filters = [gl.LINEAR, gl.NEAREST];
37 var drawbuffersFormats = [linearMask, srgbMask, linearMask | srgbMask];
38 for (var ii = 0; ii < filters.length; ++ii) {
39 for (var jj = 0; jj < drawbuffersFormats.length; ++jj) {
40 blitframebuffer_srgb_and_linear_drawbuffers(gl.SRGB8_ALPHA8, drawbuffersFormats[jj], filters[ii]);
41 blitframebuffer_srgb_and_linear_drawbuffers(gl.RGBA8, drawbuffersFormats[jj], filters[ii]);
46 function blitframebuffer_srgb_and_linear_drawbuffers(readbufferFormat, drawbuffersFormatMask, filter) {
47 debug("");
48 debug("The filter is: " + wtu.glEnumToString(gl, filter));
49 debug("Read buffer format is: " + wtu.glEnumToString(gl, readbufferFormat));
50 var drawbuffersFormat = "\0";
51 if (drawbuffersFormatMask & linearMask) {
52 drawbuffersFormat += " linear ";
54 if (drawbuffersFormatMask & srgbMask) {
55 drawbuffersFormat += " srgb ";
57 debug("The test have multiple draw buffers, the images are: " + drawbuffersFormat);
59 var tex_srgb0 = gl.createTexture();
60 var tex_srgb1 = gl.createTexture();
61 var tex_linear0 = gl.createTexture();
62 var tex_linear1 = gl.createTexture();
63 var tex_read = gl.createTexture();
64 var fbo_read = gl.createFramebuffer();
65 var fbo_draw = gl.createFramebuffer();
67 // Create read buffer and feed data to the read buffer
68 var size = 8;
69 var data = new Uint8Array(size * size * 4);
70 var color = [250, 100, 15, 255];
71 for (var ii = 0; ii < size * size * 4; ii += 4) {
72 for (var jj = 0; jj < 4; ++jj) {
73 data[ii + jj] = color[jj];
76 gl.bindTexture(gl.TEXTURE_2D, tex_read);
77 gl.texImage2D(gl.TEXTURE_2D, 0, readbufferFormat, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
78 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
79 gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_read, 0);
80 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup read framebuffer should succeed");
82 // Create multiple textures. Attach them as fbo's draw buffers.
83 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
85 var drawbuffers = [gl.NONE, gl.NONE, gl.NONE, gl.NONE];
86 if (drawbuffersFormatMask & srgbMask) {
87 gl.bindTexture(gl.TEXTURE_2D, tex_srgb0);
88 gl.texImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
89 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_srgb0, 0);
90 gl.bindTexture(gl.TEXTURE_2D, tex_srgb1);
91 gl.texImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
92 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, tex_srgb1, 0);
93 drawbuffers[0] = gl.COLOR_ATTACHMENT0;
94 drawbuffers[2] = gl.COLOR_ATTACHMENT2;
97 if (drawbuffersFormatMask & linearMask) {
98 gl.bindTexture(gl.TEXTURE_2D, tex_linear0);
99 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
100 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex_linear0, 0);
101 gl.bindTexture(gl.TEXTURE_2D, tex_linear1);
102 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
103 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.TEXTURE_2D, tex_linear1, 0);
104 drawbuffers[1] = gl.COLOR_ATTACHMENT1;
105 drawbuffers[3] = gl.COLOR_ATTACHMENT3;
108 gl.drawBuffers(drawbuffers);
109 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup draw framebuffer should succeed");
111 if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE ||
112 gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
113 testFailed("Framebuffer incomplete when setup draw framebuffer.");
114 return;
117 // Blit to multiple draw buffers with srgb images and linear images
118 var dstSize = size - 1;
119 gl.blitFramebuffer(0, 0, size, size, 0, 0, dstSize, dstSize, gl.COLOR_BUFFER_BIT, filter);
120 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitframebuffer should succeed");
122 // Read pixels from srgb images and linear images
123 var srgbPixels0 = new Uint8Array(dstSize * dstSize * 4);
124 var srgbPixels1 = new Uint8Array(dstSize * dstSize * 4);
125 var linearPixels0 = new Uint8Array(dstSize * dstSize * 4);
126 var linearPixels1 = new Uint8Array(dstSize * dstSize * 4);
127 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_draw);
128 if (drawbuffersFormatMask & srgbMask) {
129 gl.readBuffer(gl.COLOR_ATTACHMENT0);
130 gl.readPixels(0, 0, dstSize, dstSize, gl.RGBA, gl.UNSIGNED_BYTE, srgbPixels0);
131 gl.readBuffer(gl.COLOR_ATTACHMENT2);
132 gl.readPixels(0, 0, dstSize, dstSize, gl.RGBA, gl.UNSIGNED_BYTE, srgbPixels1);
135 if (drawbuffersFormatMask & linearMask) {
136 gl.readBuffer(gl.COLOR_ATTACHMENT1);
137 gl.readPixels(0, 0, dstSize, dstSize, gl.RGBA, gl.UNSIGNED_BYTE, linearPixels0);
138 gl.readBuffer(gl.COLOR_ATTACHMENT3);
139 gl.readPixels(0, 0, dstSize, dstSize, gl.RGBA, gl.UNSIGNED_BYTE, linearPixels1);
141 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "readpixels should succeed");
143 // Compare
144 var expectedSRGBColor = (readbufferFormat == gl.SRGB8_ALPHA8) ? color : wtu.linearToSRGB(color);
145 var expectedLinearColor = (readbufferFormat == gl.SRGB8_ALPHA8) ? wtu.sRGBToLinear(color) : color;
146 var failed = false;
147 for (var ii = 0; ii < dstSize; ++ii) {
148 for (var jj = 0; jj < dstSize; ++jj) {
149 var index = (ii * dstSize + jj) * 4;
150 if (drawbuffersFormatMask & srgbMask) {
151 var srgbColor0 = [srgbPixels0[index], srgbPixels0[index + 1], srgbPixels0[index + 2], srgbPixels0[index + 3]];
152 if (checkPixel(srgbColor0, expectedSRGBColor) == false) {
153 failed = true;
154 debug("Pixels comparison failed for the 1st sRGB image. Pixel at [" + jj + ", " + ii + "] should be (" + expectedSRGBColor + "), but the actual color is (" + srgbColor0 + ")");
156 var srgbColor1 = [srgbPixels1[index], srgbPixels1[index + 1], srgbPixels1[index + 2], srgbPixels1[index + 3]];
157 if (checkPixel(srgbColor1, expectedSRGBColor) == false) {
158 failed = true;
159 debug("Pixels comparison failed for the 2nd sRGB image. Pixel at [" + jj + ", " + ii + "] should be (" + expectedSRGBColor + "), but the actual color is (" + srgbColor1 + ")");
163 if (drawbuffersFormatMask & linearMask) {
164 var linearColor0 = [linearPixels0[index], linearPixels0[index + 1], linearPixels0[index + 2], linearPixels0[index + 3]];
165 if (checkPixel(linearColor0, expectedLinearColor) == false) {
166 failed = true;
167 debug("Pixel comparison failed for the 1st linear image. Pixel at [" + jj + ", " + ii + "] should be (" + color + "), but the actual color is (" + linearColor0 + ")");
169 var linearColor1 = [linearPixels1[index], linearPixels1[index + 1], linearPixels1[index + 2], linearPixels1[index + 3]];
170 if (checkPixel(linearColor1, expectedLinearColor) == false) {
171 failed = true;
172 debug("Pixel comparison failed for the 2nd linear image. Pixel at [" + jj + ", " + ii + "] should be (" + color + "), but the actual color is (" + linearColor1 + ")");
177 if (failed == false) {
178 testPassed("All pixels comparision passed!");
181 // deinit
182 gl.bindTexture(gl.TEXTURE_2D, null);
183 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
184 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
185 gl.deleteTexture(tex_srgb0);
186 gl.deleteTexture(tex_linear0);
187 gl.deleteTexture(tex_srgb1);
188 gl.deleteTexture(tex_linear1);
189 gl.deleteTexture(tex_read);
190 gl.deleteFramebuffer(fbo_read);
191 gl.deleteFramebuffer(fbo_draw);
194 function checkPixel(color, expectedColor) {
195 var tolerance = 3;
196 return (Math.abs(color[0] - expectedColor[0]) <= tolerance &&
197 Math.abs(color[1] - expectedColor[1]) <= tolerance &&
198 Math.abs(color[2] - expectedColor[2]) <= tolerance &&
199 Math.abs(color[3] - expectedColor[3]) <= tolerance);
202 var successfullyParsed = true;
203 </script>
204 <script src="../../js/js-test-post.js"></script>
206 </body>
207 </html>