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+<!--
+
+/*
+** Copyright (c) 2016 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL BlitFramebuffer Tests</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<script src="../../js/glsl-conformance-test.js"></script>
+</head>
+<body>
+<canvas id="example" width="8" height="8"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description("This test verifies the functionality of blitFramebuffer.");
+
+var gl = wtu.create3DContext("example", undefined, 2);
+
+function checkPixel(color, expectedColor) {
+ var tolerance = 3;
+ return (Math.abs(color[0] - expectedColor[0]) <= tolerance &&
+ Math.abs(color[1] - expectedColor[1]) <= tolerance &&
+ Math.abs(color[2] - expectedColor[2]) <= tolerance &&
+ Math.abs(color[3] - expectedColor[3]) <= tolerance);
+}
+
+function blitframebuffer_outside_readbuffer(readbufferFormat, drawbufferFormat) {
+ debug("");
+ debug("blitting outside of read framebuffer, read buffer format is: " + wtu.glEnumToString(gl, readbufferFormat) + ", draw buffer format is: " + wtu.glEnumToString(gl, drawbufferFormat));
+
+ // Initiate data to read framebuffer
+ var size_read = 3;
+ var uint_read = new Uint8Array(size_read * size_read * 4);
+ var start = 0x20;
+ for (var ii = 0; ii < size_read * size_read * 4; ii += 4) {
+ for (var jj = 0; jj < 3; ++jj) {
+ uint_read[ii + jj] = start;
+ }
+ uint_read[ii + 3] = 0xff;
+ start += 0x10;
+ }
+
+ // Create read framebuffer and feed data to read buffer
+ // Read buffer may has srgb image
+ var tex_read = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex_read);
+ gl.texImage2D(gl.TEXTURE_2D, 0, readbufferFormat, size_read, size_read, 0, gl.RGBA, gl.UNSIGNED_BYTE, uint_read);
+
+ var fbo_read = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_read, 0);
+
+ // Initiate data to draw framebuffer
+ var size_draw = 7;
+ var uint_draw = new Uint8Array(size_draw * size_draw * 4);
+ for (var ii = 0; ii < size_draw * size_draw * 4; ii += 4) {
+ for (var jj = 0; jj < 3; ++jj) {
+ uint_draw[ii + jj] = 0x10;
+ }
+ uint_draw[ii + 3] = 0xff;
+ }
+
+ // Create draw framebuffer and feed data to draw buffer
+ // Draw buffer may has srgb image
+ var tex_draw = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex_draw);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, drawbufferFormat, size_draw, size_draw, 0, gl.RGBA, gl.UNSIGNED_BYTE, uint_draw);
+
+ var fbo_draw = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_draw, 0);
+
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) {
+ var ref = [
+ // The reference pixels of the 1st line: (0, 0) ~ (6, 0)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+
+ // The reference pixels of the 2nd line: (0, 1) ~ (6, 1)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+
+ // The reference pixels of the 3rd line: (0, 2) ~ (6, 2)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x20, 0x20, 0x20, 0xff], [0x30, 0x30, 0x30, 0xff],
+ [0x40, 0x40, 0x40, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+
+ // The reference pixels of the 4th line: (0, 3) ~ (6, 3)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x50, 0x50, 0x50, 0xff], [0x60, 0x60, 0x60, 0xff],
+ [0x70, 0x70, 0x70, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+
+ // The reference pixels of the 5th line: (0, 4) ~ (6, 4)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x80, 0x80, 0x80, 0xff], [0x90, 0x90, 0x90, 0xff],
+ [0xa0, 0xa0, 0xa0, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+
+ // The reference pixels of the 6th line: (0, 5) ~ (6, 5)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+
+ // The reference pixels of the 7th line: (0, 6) ~ (6, 6)
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+ [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff], [0x10, 0x10, 0x10, 0xff],
+ ];
+
+ // The 1st round test: blit read framebuffer to the image in draw framebuffer
+ // All directions of the read region have pixels outside of the read buffer
+ // The src region and/or dst region may be reversed during blitting.
+ var test1 = [
+ [-1, 4, 1, 6], // reverse neither src nor dst
+ [4, -1, 1, 6], // reverse src only
+ [-1, 4, 6, 1], // reverse dst only
+ [4, -1, 6, 1] // reverse both src and dst
+ ];
+
+ var readbufferHasSRGBImage = (readbufferFormat == gl.SRGB8_ALPHA8);
+ var drawbufferHasSRGBImage = (drawbufferFormat == gl.SRGB8_ALPHA8);
+
+ for (var i = 0; i < 4; ++i) {
+ debug("");
+ switch (i) {
+ case 0: debug("reverse neither src region nor dst region"); break;
+ case 1: debug("reverse src region only"); break;
+ case 2: debug("reverse dst region only"); break;
+ case 3: debug("reverse both src region and dst region"); break;
+ }
+ var srcStart = test1[i][0];
+ var srcEnd = test1[i][1];
+ var dstStart = test1[i][2];
+ var dstEnd = test1[i][3];
+ var realBlittedDstStart = 2;
+ var realBlittedDstEnd = 5;
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.blitFramebuffer(srcStart, srcStart, srcEnd, srcEnd, dstStart, dstStart, dstEnd, dstEnd, gl.COLOR_BUFFER_BIT, gl.LINEAR);
+
+ // Read pixels and check the correctness.
+ var pixels = new Uint8Array(size_draw * size_draw * 4);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_draw);
+ gl.readPixels(0, 0, size_draw, size_draw, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+
+ for (var ii = 0; ii < size_draw; ++ii) {
+ for (var jj = 0; jj < size_draw; ++jj) {
+ var loc = ii * size_draw + jj;
+ var color = [pixels[loc * 4], pixels[loc * 4 + 1], pixels[loc * 4 + 2], pixels[loc * 4 + 3]];
+
+ // We may need to reverse the reference loc if necessary
+ var ref_loc = loc;
+ var reverse_src = (srcStart < srcEnd);
+ var reverse_dst = (dstStart < dstEnd);
+ var reversed = reverse_src ^ reverse_dst;
+ if (reversed) {
+ ref_loc = (size_draw - ii - 1) * size_draw + (size_draw - jj -1);
+ }
+ var expectedColor = ref[ref_loc];
+
+ // We may need to covert the color space for pixels in blit region
+ if ((readbufferHasSRGBImage ^ drawbufferHasSRGBImage) &&
+ (ii >= realBlittedDstStart && ii < realBlittedDstEnd && jj >= realBlittedDstStart && jj < realBlittedDstEnd)) {
+ if (drawbufferHasSRGBImage) {
+ expectedColor = wtu.linearToSRGB(expectedColor);
+ } else {
+ expectedColor = wtu.sRGBToLinear(expectedColor);
+ }
+ }
+ if (checkPixel(color, expectedColor) == true) {
+ testPassed("pixel at [" + jj + ", " + ii + "] is (" + color + "). It is correct!");
+ } else {
+ testFailed("pixel at [" + jj + ", " + ii + "] should be (" + expectedColor + "), but the actual color is (" + color + ")");
+ }
+ }
+ }
+ }
+
+ // The 2nd round test: blit read framebuffer to the image in draw framebuffer
+ // Only one direction of the read region have pixels outside of the read buffer
+ var tests = [
+ [-1, 0], // pixels are outside the left edge of the read buffer
+ [0, -1], // pixels are outside the bottom edge of the read buffer
+ [1, 0], // pixels are outside the right edge of the read buffer
+ [0, 1] // pixels are outside the top edge of the read buffer
+ ];
+ for (var i = 0; i < 4; ++i) {
+ debug("");
+ switch (i) {
+ case 0: debug("verify that pixels lying outside the left edge of the read buffer should remain untouched"); break;
+ case 1: debug("verify that pixels lying outside the bottom edge of the read buffer should remain untouched"); break;
+ case 2: debug("verify that pixels lying outside the right edge of the read buffer should remain untouched"); break;
+ case 3: debug("verify that pixels lying outside the top edge of the read buffer should remain untouched"); break;
+ }
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ var srcX = tests[i][0];
+ var srcY = tests[i][1];
+ var offset = dstStart - srcStart;
+ gl.blitFramebuffer(srcX, srcY, srcX + size_read, srcY + size_read,
+ srcX + offset, srcY + offset, srcX + offset + size_read, srcY + offset + size_read,
+ gl.COLOR_BUFFER_BIT, gl.LINEAR);
+
+ // Read pixels and check the correctness.
+ var pixels = new Uint8Array(size_draw * size_draw * 4);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_draw);
+ gl.readPixels(0, 0, size_draw, size_draw, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+ for (var ii = srcY + offset; ii < srcY + offset + size_read; ++ii) {
+ for (var jj = srcX + offset; jj < srcX + offset + size_read; ++jj) {
+ var loc = ii * size_draw + jj;
+ var color = [pixels[loc * 4], pixels[loc * 4 + 1], pixels[loc * 4 + 2], pixels[loc * 4 + 3]];
+ var expectedColor = ref[loc];
+ // We may need to covert the color space for pixels in blit region
+ if ((readbufferHasSRGBImage ^ drawbufferHasSRGBImage) &&
+ (ii >= realBlittedDstStart && ii < realBlittedDstEnd && jj >= realBlittedDstStart && jj < realBlittedDstEnd)) {
+ if (drawbufferHasSRGBImage) {
+ expectedColor = wtu.linearToSRGB(expectedColor);
+ } else {
+ expectedColor = wtu.sRGBToLinear(expectedColor);
+ }
+ }
+ if (checkPixel(color, expectedColor) == true) {
+ testPassed("pixel at [" + jj + ", " + ii + "] is (" + color + "). It is correct!");
+ } else {
+ testFailed("pixel at [" + jj + ", " + ii + "] should be (" + expectedColor + "), but the actual color is (" + color + ")");
+ }
+ }
+ }
+ }
+ } else {
+ testFailed("framebuffer not complete");
+ }
+
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.deleteFramebuffer(fbo_read);
+ gl.deleteFramebuffer(fbo_draw);
+ gl.deleteTexture(tex_read);
+ gl.deleteTexture(tex_draw);
+};
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+ blitframebuffer_outside_readbuffer(gl.RGBA8, gl.RGBA8);
+ blitframebuffer_outside_readbuffer(gl.RGBA8, gl.SRGB8_ALPHA8);
+ blitframebuffer_outside_readbuffer(gl.SRGB8_ALPHA8, gl.RGBA8);
+ blitframebuffer_outside_readbuffer(gl.SRGB8_ALPHA8, gl.SRGB8_ALPHA8);
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>