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invalidate-framebuffer.html (10162B)


      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 -->
      6 
      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");
     23 
     24 debug("");
     25 debug("Canvas.getContext");
     26 
     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");
     34 
     35  debug("");
     36  debug("invalidate framebuffer.");
     37 
     38  gl.clearColor(0, 0, 0, 0);
     39 
     40  // setup framebuffer with depth attachment and multi-sampled color attachment
     41  var fb_m = gl.createFramebuffer();
     42  gl.bindFramebuffer(gl.FRAMEBUFFER, fb_m);
     43 
     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.");
     54 
     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.");
     64 
     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);
     67 
     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.");
     78 
     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.");
     84 
     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);
     87 
     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.");
     95 
     96  // invalidate the default framebuffer
     97  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
     98  invalidation(gl.FRAMEBUFFER, gl.DEPTH, gl.STENCIL);
     99 
    100  gl.deleteFramebuffer(fb_m);
    101  gl.deleteRenderbuffer(rb_m);
    102  gl.deleteRenderbuffer(rb);
    103  gl.deleteFramebuffer(fb);
    104  gl.deleteRenderbuffer(buffer);
    105 
    106  testInvalidateRGBThenDraw();
    107  testInvalidateWithBlend();
    108 }
    109 
    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.");
    117 
    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.");
    121 
    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.");
    128 
    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.");
    135 }
    136 
    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.");
    146 }
    147 
    148 function testInvalidateRGBThenDraw() {
    149    const program = wtu.setupColorQuad(gl);
    150 
    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);
    154 
    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);
    159 
    160    gl.clearColor(0, 0, 0, 0);
    161    gl.clear(gl.COLOR_BUFFER_BIT);
    162 
    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`);
    166 
    167    // Invalidate the framebuffer contents.
    168    gl.invalidateFramebuffer(gl.FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
    169 
    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`);
    175 
    176    wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    177 
    178    gl.deleteTexture(texture);
    179    gl.deleteFramebuffer(fbo);
    180    gl.deleteProgram(program);
    181 }
    182 
    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);
    188 
    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);
    192 
    193    // Clear the framebuffer and invalidate it.
    194    gl.clearColor(1, 1, 1, 1);
    195    gl.clear(gl.COLOR_BUFFER_BIT);
    196 
    197    gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
    198 
    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);
    202 
    203    // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
    204    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawFBO);
    205 
    206    const program = wtu.setupColorQuad(gl);
    207 
    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);
    213 
    214    wtu.glErrorShouldBe(gl, gl.NO_ERROR,
    215        "calling invalidateFramebuffer and then uploading data to texture in framebuffer. There should be no errors");
    216 
    217    gl.deleteTexture(renderTarget);
    218    gl.deleteFramebuffer(drawFBO);
    219    gl.deleteProgram(program);
    220    gl.disable(gl.BLEND);
    221 }
    222 
    223 debug("");
    224 var successfullyParsed = true;
    225 
    226 </script>
    227 <script src="../../js/js-test-post.js"></script>
    228 
    229 </body>
    230 </html>