Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / rendering / read-draw-when-missing-image.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>Read or Draw when Attachment(s) Miss Image</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="example" 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 reading/drawing when color attachment(s) miss image.");
27 var gl = wtu.create3DContext("example", undefined, 2);
29 var tex_read = gl.createTexture();
30 var tex_draw = gl.createTexture();
31 var tex_depth = gl.createTexture();
32 var tex_stencil = gl.createTexture();
33 var fbo_read = gl.createFramebuffer();
34 var fbo_draw = gl.createFramebuffer();
35 var size = 8;
37 if (!gl) {
38 testFailed("WebGL context does not exist");
39 } else {
40 testPassed("WebGL context exists");
42 // READ_FRAMEBUFFER has image at COLOR_ATTACHMENT0. READ_FRAMEBUFFER is framebuffer complete.
43 // Read from COLOR_ATTACHMENT1, which has no image attached.
44 init_read_fbo();
45 read();
47 // DRAW_FRAMEBUFFER has image at COLOR_ATTACHMENT0. DRAW_FRAMEBUFFER is framebuffer complete.
48 // Clear and draw COLOR_ATTACHMENT1 or COLOR_ATTACHMENT0 + COLOR_ATTACHMENT1 attaching point(s).
49 init_draw_fbo();
50 clear();
51 draw();
53 blit();
56 function init_read_fbo() {
57 gl.bindTexture(gl.TEXTURE_2D, tex_read);
58 wtu.fillTexture(gl, tex_read, size, size, [0x0, 0xff, 0xff, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
59 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
60 gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_read, 0);
61 if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
62 testFailed("Framebuffer incomplete.");
63 return;
64 } else {
65 testPassed("framebuffer complete!");
69 function init_draw_fbo() {
70 gl.bindTexture(gl.TEXTURE_2D, tex_draw);
71 wtu.fillTexture(gl, tex_draw, size, size, [0x0, 0xff, 0xff, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
72 wtu.fillTexture(gl, tex_depth, size, size, [0x80], 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, gl.DEPTH_COMPONENT16);
73 wtu.fillTexture(gl, tex_stencil, size, size, [0x40], 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, gl.DEPTH24_STENCIL8);
74 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
75 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_draw, 0);
76 if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
77 testFailed("Framebuffer incomplete.");
78 return;
79 } else {
80 testPassed("framebuffer complete!");
84 function read() {
85 debug("");
86 debug("read from a color buffer which has no image attached");
88 gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_read);
89 gl.readBuffer(gl.COLOR_ATTACHMENT1);
91 var data = new Uint8Array(size * size * 4);
92 gl.readPixels(0, 0, size, size, gl.RGBA, gl.UNSIGNED_BYTE, data);
93 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
95 var copy_2d = gl.createTexture();
96 gl.bindTexture(gl.TEXTURE_2D, copy_2d);
97 gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 0, 0, size, size, 0);
98 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
100 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
101 gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, size / 2, size / 2, 0, 0, size / 2, size / 2);
102 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
104 var copy_3d = gl.createTexture();
105 gl.bindTexture(gl.TEXTURE_3D, copy_3d);
106 gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA8, size, size, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
107 gl.copyTexSubImage3D(gl.TEXTURE_3D, 0, size / 2, size / 2, 0, 0, 0, size / 2, size / 2);
108 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
110 gl.bindTexture(gl.TEXTURE_2D, null);
111 gl.deleteTexture(copy_2d);
112 gl.bindTexture(gl.TEXTURE_3D, null);
113 gl.deleteTexture(copy_3d);
116 function checkTextureValue(fbo, buffer, value) {
117 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo);
118 gl.readBuffer(buffer);
119 wtu.checkCanvas(gl, value);
120 gl.readBuffer(gl.COLOR_ATTACHMENT0);
121 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
124 function clear() {
125 debug("");
126 debug("clear a color buffer which has no image attached");
128 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
129 var color = [0.0, 1.0, 0.0, 1.0];
130 gl.clearColor(color[0], color[1], color[2], color[3]);
131 gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
132 gl.clear(gl.COLOR_BUFFER_BIT);
133 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
134 // The image color at COLOR_ATTACHMENT0 should not be changed.
135 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
137 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
138 gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
139 gl.clear(gl.COLOR_BUFFER_BIT);
140 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
141 // The image color at COLOR_ATTACHMENT0 should be changed.
142 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 0, 255]);
144 var data = new Float32Array(color);
145 gl.clearBufferfv(gl.COLOR, 1, data);
146 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
149 function draw() {
150 debug("");
151 debug("draw to a color buffer which has no image attached");
153 var program = wtu.setupSimpleColorProgram(gl, 0);
154 gl.uniform4f(gl.getUniformLocation(program, "u_color"), 1, 0, 0, 1);
155 wtu.setupUnitQuad(gl, 0);
157 // Call to drawArrays
158 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
159 gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
160 wtu.drawUnitQuad(gl);
161 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
162 // The image color at COLOR_ATTACHMENT0 should not be changed.
163 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 0, 255]);
165 gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
166 wtu.drawUnitQuad(gl);
167 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
168 // The image color at COLOR_ATTACHMENT0 should be changed.
169 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 0, 0, 255]);
171 // Call to drawElements
172 gl.uniform4f(gl.getUniformLocation(program, "u_color"), 1, 1, 0, 1);
173 wtu.setupIndexedQuad(gl, 1);
174 gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
175 wtu.drawIndexedQuad(gl, 1);
176 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
177 // The image color at COLOR_ATTACHMENT0 should not be changed.
178 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 0, 0, 255]);
180 gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
181 wtu.drawIndexedQuad(gl, 1);
182 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
183 // The image color at COLOR_ATTACHMENT0 should be changed.
184 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 255, 0, 255]);
187 function blit() {
188 debug("");
189 debug("blit color buffer(s) which have no image attached");
190 // Some or all draw buffers have no image. Read buffer have image. It should be OK.
191 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
192 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
193 gl.readBuffer(gl.COLOR_ATTACHMENT0);
194 gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
195 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
196 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
197 // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
198 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 255, 0, 255]);
200 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
201 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
202 gl.readBuffer(gl.COLOR_ATTACHMENT0);
203 gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
204 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
205 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
206 // The image color at COLOR_ATTACHMENT0 in draw fbo should be changed.
207 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
209 // Draw buffer(s) have no image. Read buffer have no image. It should be OK.
210 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
211 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
212 gl.readBuffer(gl.COLOR_ATTACHMENT1);
213 gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
214 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
215 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
216 // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
217 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
219 // Read buffer have no image. Some or all draw buffers have image. It should generate INVALID_OPERATION.
220 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
221 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
222 gl.readBuffer(gl.COLOR_ATTACHMENT1);
223 gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
224 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
225 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when read buffer misses image.");
226 // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
227 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
229 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
230 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
231 gl.readBuffer(gl.COLOR_ATTACHMENT1);
232 gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
233 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
234 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when read buffer misses image.");
235 // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
236 checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
238 // Depth buffer in read fbo has no image. It should generate INVALID_OPERATION if depth buffer in draw fbo has image.
239 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
240 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
241 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, tex_depth, 0);
242 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
243 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when depth buffer misses image.");
245 // Depth buffer in read fbo has no image. It should be OK if depth buffer in draw fbo has no image too.
246 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
247 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
248 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0);
249 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
250 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
251 // Validate some other parameters as usual
252 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.LINEAR);
253 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "invalid filter");
255 // Stencil buffer in read fbo has no image. It should generate INVALID_OPERATION if stencil buffer in draw fbo has image.
256 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
257 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
258 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, tex_stencil, 0);
259 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
260 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when stencil buffer misses image.");
262 // Stencil buffer in read fbo has no image. It should be OK if stencil buffer in draw fbo has no image too.
263 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
264 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
265 gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, null, 0);
266 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
267 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
268 // Validate some other parameters as usual
269 gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.LINEAR);
270 wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "invalid filter");
273 gl.bindTexture(gl.TEXTURE_2D, null);
274 gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
275 gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
276 gl.deleteTexture(tex_read);
277 gl.deleteTexture(tex_draw);
278 gl.deleteTexture(tex_depth);
279 gl.deleteTexture(tex_stencil);
280 gl.deleteFramebuffer(fbo_read);
281 gl.deleteFramebuffer(fbo_draw);
283 var successfullyParsed = true;
284 </script>
285 <script src="../../js/js-test-post.js"></script>
287 </body>
288 </html>