multisampled-depth-renderbuffer-initialization.html (7351B)
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 <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'); 23 24 var gl = wtu.create3DContext("testbed", null, 2); 25 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); 31 32 debug("Test renderbufferStorageMultisample with webgl1's DEPTH_STENCIL."); 33 { 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); 43 } 44 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}}); 55 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}}); 59 } 60 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'); 65 } 66 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"); 75 76 gl.disable(gl.DEPTH_TEST); 77 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); 82 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; 97 } 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"); 104 105 // 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); 110 111 if (params.alloc1) { 112 allocStorage(params.alloc1.w, params.alloc1.h, params.alloc1.s); 113 } 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; 120 } 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); 125 } 126 allocStorage(params.alloc2.w, params.alloc2.h, params.alloc2.s); 127 } 128 129 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)."); 134 } 135 136 if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { 137 debug("Skip: framebuffer is allowed to be incomplete."); 138 return; 139 } 140 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors'); 141 142 // 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'); 153 154 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]); 163 164 gl.deleteFramebuffer(fbo_m); 165 gl.deleteRenderbuffer(buffer_m); 166 gl.deleteFramebuffer(fbo); 167 gl.deleteRenderbuffer(buffer); 168 169 gl.canvas.width += 1; 170 gl.canvas.height += 1; 171 172 wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors'); 173 debug(''); 174 } 175 176 var successfullyParsed = true; 177 </script> 178 <script src="../../js/js-test-post.js"></script> 179 </body> 180 </html>