Backed out changeset 7272b7396c78 (bug 1932758) for causing fenix debug failures...
[gecko.git] / dom / canvas / test / webgl-conf / checkout / conformance2 / textures / misc / angle-stuck-depth-textures.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>WebGL Textures Misc Tests: "Stuck" Depth Textures</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>
16 <script id="draw-vs" type="x-shader/x-vertex">#version 100
17 attribute vec3 vertex;
18 void main () {
19 gl_Position = vec4(vertex.x, vertex.y, vertex.z * 2.0 - 1.0, 1);
21 </script>
22 <script id="draw-fs" type="x-shader/x-fragment">#version 100
23 void main () {
24 gl_FragColor = vec4 (1.);
26 </script>
28 <script id="blit-vs" type="x-shader/x-vertex">#version 100
29 attribute vec2 vertex;
30 varying vec2 position;
31 void main () {
32 position = vertex * .5 + .5;
33 gl_Position = vec4(vertex, 0, 1);
35 </script>
36 <script id="blit-fs" type="x-shader/x-fragment">#version 100
37 precision mediump float;
38 uniform sampler2D texture;
39 varying vec2 position;
40 void main () {
41 gl_FragColor = vec4 (texture2D (texture, position).rrr, 1.);
43 </script>
45 </head>
46 <body>
47 <canvas id="example" width="128" height="128"></canvas>
48 <div id="description"></div>
49 <div id="console"></div>
51 <script>
52 "use strict";
54 description("This test covers an ANGLE bug where an AMD workaround would cause depth textures to stick. See http://anglebug.com/1664.");
56 var wtu = WebGLTestUtils;
57 var gl = wtu.create3DContext("example", undefined, 2);
59 var WEBGL_depth_texture;
61 var drawProgram, blitProgram, textureLoc;
63 var quadVB;
65 function drawQuad(depth) {
66 if (!quadVB) {
67 quadVB = gl.createBuffer()
70 var quadVerts = new Float32Array(3 * 6);
71 quadVerts[0] = -1.0; quadVerts[1] = 1.0; quadVerts[2] = depth;
72 quadVerts[3] = -1.0; quadVerts[4] = -1.0; quadVerts[5] = depth;
73 quadVerts[6] = 1.0; quadVerts[7] = -1.0; quadVerts[8] = depth;
74 quadVerts[9] = -1.0; quadVerts[10] = 1.0; quadVerts[11] = depth;
75 quadVerts[12] = 1.0; quadVerts[13] = -1.0; quadVerts[14] = depth;
76 quadVerts[15] = 1.0; quadVerts[16] = 1.0; quadVerts[17] = depth;
78 gl.bindBuffer(gl.ARRAY_BUFFER, quadVB);
79 gl.bufferData(gl.ARRAY_BUFFER, quadVerts, gl.STATIC_DRAW);
80 gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, 0);
81 gl.enableVertexAttribArray(0);
82 gl.drawArrays(gl.TRIANGLES, 0, 6);
84 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawQuad");
87 // Test based on dEQP-GLES3.functional.blit.depth_stencil.depth_24_stencil8_stencil_only
88 function run_test() {
90 var colorTex = gl.createTexture();
91 gl.bindTexture(gl.TEXTURE_2D, colorTex);
92 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
93 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
94 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
95 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
96 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 128, 128, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
97 gl.bindTexture(gl.TEXTURE_2D, null);
99 var depthTex = gl.createTexture();
100 gl.bindTexture(gl.TEXTURE_2D, depthTex);
101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
104 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST);
105 var levels = Math.log2(128);
106 for (var mipLevel = 0; mipLevel <= levels; ++mipLevel)
108 var size = 128 >> mipLevel;
109 gl.texImage2D(gl.TEXTURE_2D, mipLevel, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL,
110 gl.UNSIGNED_INT_24_8, null);
112 gl.bindTexture(gl.TEXTURE_2D, null);
114 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init textures");
116 var framebuffer = gl.createFramebuffer();
117 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
119 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
120 gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTex, 0);
122 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init framebuffer");
124 gl.depthRange(0.0, 1.0);
125 gl.viewport(0, 0, 128, 128);
126 gl.clearColor(0, 0, 0, 1);
128 // Draw loop.
129 for (var frame = 0; frame < 4; ++frame)
131 // draw into FBO
132 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
133 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
135 gl.enable(gl.DEPTH_TEST);
137 gl.useProgram(drawProgram);
138 if (frame % 2 != 0) {
139 drawQuad(0.0);
140 } else {
141 drawQuad(1.0);
144 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
146 // blit FBO
147 gl.disable(gl.DEPTH_TEST);
149 gl.useProgram(blitProgram);
150 gl.uniform1i(textureLoc, 0);
151 gl.bindTexture(gl.TEXTURE_2D, depthTex);
153 drawQuad(0.5);
155 if (frame % 2 != 0) {
156 wtu.checkCanvasRect(gl, 0, 0, 128, 128, [0, 0, 0, 255],
157 "depth texture should be black on odd iterations");
159 } else {
160 wtu.checkCanvasRect(gl, 0, 0, 128, 128, [255, 255, 255, 255],
161 "depth texture should be white on even iterations");
164 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw");
167 gl.deleteTexture(colorTex);
168 gl.deleteTexture(depthTex);
169 gl.deleteFramebuffer(framebuffer);
172 if (!gl) {
173 testFailed("WebGL context does not exist");
174 } else {
175 testPassed("WebGL context exists");
177 drawProgram = wtu.setupProgram(gl, ["draw-vs", "draw-fs"], ["vertex"]);
178 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw program initialization");
179 shouldBe('gl.getProgramParameter(drawProgram, gl.LINK_STATUS)', 'true');
181 blitProgram = wtu.setupProgram(gl, ["blit-vs", "blit-fs"], ["vertex"]);
182 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after blit program initialization");
183 shouldBe('gl.getProgramParameter(blitProgram, gl.LINK_STATUS)', 'true');
185 textureLoc = gl.getUniformLocation(blitProgram, "texture")
186 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "query texture location");
187 shouldBeNonNull('textureLoc')
189 run_test();
192 var successfullyParsed = true;
193 </script>
194 <script src="../../../js/js-test-post.js"></script>
196 </body>
197 </html>