angle-stuck-depth-textures.html (6255B)
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>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> 15 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); 20 } 21 </script> 22 <script id="draw-fs" type="x-shader/x-fragment">#version 100 23 void main () { 24 gl_FragColor = vec4 (1.); 25 } 26 </script> 27 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); 34 } 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.); 42 } 43 </script> 44 45 </head> 46 <body> 47 <canvas id="example" width="128" height="128"></canvas> 48 <div id="description"></div> 49 <div id="console"></div> 50 51 <script> 52 "use strict"; 53 54 description("This test covers an ANGLE bug where an AMD workaround would cause depth textures to stick. See http://anglebug.com/1664."); 55 56 var wtu = WebGLTestUtils; 57 var gl = wtu.create3DContext("example", undefined, 2); 58 59 var WEBGL_depth_texture; 60 61 var drawProgram, blitProgram, textureLoc; 62 63 var quadVB; 64 65 function drawQuad(depth) { 66 if (!quadVB) { 67 quadVB = gl.createBuffer() 68 } 69 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; 77 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); 83 84 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawQuad"); 85 } 86 87 // Test based on dEQP-GLES3.functional.blit.depth_stencil.depth_24_stencil8_stencil_only 88 function run_test() { 89 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); 98 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) 107 { 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); 111 } 112 gl.bindTexture(gl.TEXTURE_2D, null); 113 114 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init textures"); 115 116 var framebuffer = gl.createFramebuffer(); 117 gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); 118 119 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); 121 122 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after init framebuffer"); 123 124 gl.depthRange(0.0, 1.0); 125 gl.viewport(0, 0, 128, 128); 126 gl.clearColor(0, 0, 0, 1); 127 128 // Draw loop. 129 for (var frame = 0; frame < 4; ++frame) 130 { 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); 134 135 gl.enable(gl.DEPTH_TEST); 136 137 gl.useProgram(drawProgram); 138 if (frame % 2 != 0) { 139 drawQuad(0.0); 140 } else { 141 drawQuad(1.0); 142 } 143 144 gl.bindFramebuffer(gl.FRAMEBUFFER, null); 145 146 // blit FBO 147 gl.disable(gl.DEPTH_TEST); 148 149 gl.useProgram(blitProgram); 150 gl.uniform1i(textureLoc, 0); 151 gl.bindTexture(gl.TEXTURE_2D, depthTex); 152 153 drawQuad(0.5); 154 155 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"); 158 159 } else { 160 wtu.checkCanvasRect(gl, 0, 0, 128, 128, [255, 255, 255, 255], 161 "depth texture should be white on even iterations"); 162 } 163 164 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw"); 165 } 166 167 gl.deleteTexture(colorTex); 168 gl.deleteTexture(depthTex); 169 gl.deleteFramebuffer(framebuffer); 170 } 171 172 if (!gl) { 173 testFailed("WebGL context does not exist"); 174 } else { 175 testPassed("WebGL context exists"); 176 177 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'); 180 181 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'); 184 185 textureLoc = gl.getUniformLocation(blitProgram, "texture") 186 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "query texture location"); 187 shouldBeNonNull('textureLoc') 188 189 run_test(); 190 } 191 192 var successfullyParsed = true; 193 </script> 194 <script src="../../../js/js-test-post.js"></script> 195 196 </body> 197 </html>