summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/extensions/webgl-depth-texture.html
blob: 256ff6fd3178f6383b555f4e072bd9a3ffaf480c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
<!--

/*
** Copyright (c) 2012 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">
<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>
<title>WebGL WEBGL_depth_texture Conformance Tests</title>
</head>
<body>
<script id="vshader" type="x-shader/x-vertex">
attribute vec4 a_position;
void main()
{
    gl_Position = a_position;
}
</script>

<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
void main()
{
    vec2 texcoord = gl_FragCoord.xy / u_resolution;
    gl_FragColor = texture2D(u_texture, texcoord);
}
</script>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script>
"use strict";
description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");

debug("");

var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
var program = wtu.setupTexturedQuad(gl);
var ext = null;
var vao = null;
var tex;
var name;
var supportedFormats;
var canvas2;

if (!gl) {
    testFailed("WebGL context does not exist");
} else {
    testPassed("WebGL context exists");

    // Run tests with extension disabled
    runTestDisabled();

    // Query the extension and store globally so shouldBe can access it
    ext = wtu.getExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
    if (!ext) {
        testPassed("No WEBGL_depth_texture support -- this is legal");
        runSupportedTest(false);
    } else {
        testPassed("Successfully enabled WEBGL_depth_texture extension");

        runSupportedTest(true);
        runTestExtension();
    }
}

function runSupportedTest(extensionEnabled) {
    var name = wtu.getSupportedExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
    if (name !== undefined) {
        if (extensionEnabled) {
            testPassed("WEBGL_depth_texture listed as supported and getExtension succeeded");
        } else {
            testFailed("WEBGL_depth_texture listed as supported but getExtension failed");
        }
    } else {
        if (extensionEnabled) {
            testFailed("WEBGL_depth_texture not listed as supported but getExtension succeeded");
        } else {
            testPassed("WEBGL_depth_texture not listed as supported and getExtension failed -- this is legal");
        }
    }
}


function runTestDisabled() {
    debug("Testing binding enum with extension disabled");

    var tex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, tex);
    wtu.shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE],
                              'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)');
    wtu.shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_VALUE],
                              'gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null)');
}


function dumpIt(gl, res, msg) {
  return;  // comment out to debug
  debug(msg);
  var actualPixels = new Uint8Array(res * res * 4);
  gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);

  for (var yy = 0; yy < res; ++yy) {
    var strs = [];
    for (var xx = 0; xx < res; ++xx) {
      var actual = (yy * res + xx) * 4;
      strs.push("(" + actualPixels[actual] + "," + actualPixels[actual+1] + "," + actualPixels[actual + 2] + "," + actualPixels[actual + 3] + ")");
    }
    debug(strs.join(" "));
  }
}
function runTestExtension() {
    debug("Testing WEBGL_depth_texture");

    var res = 8;

    // make canvas for testing.
    canvas2 = document.createElement("canvas");
    canvas2.width = res;
    canvas2.height = res;
    var ctx = canvas2.getContext("2d");
    ctx.fillStyle = "blue";
    ctx.fillRect(0, 0, canvas2.width, canvas2.height);

    var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_position']);
    gl.useProgram(program);
    gl.uniform2f(gl.getUniformLocation(program, "u_resolution"), res, res);

    var buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(
        gl.ARRAY_BUFFER,
        new Float32Array(
            [   1,  1,  1,
               -1,  1,  0,
               -1, -1, -1,
                1,  1,  1,
               -1, -1, -1,
                1, -1,  0,
            ]),
        gl.STATIC_DRAW);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

    var types = [
        {obj: 'gl',  attachment: 'DEPTH_ATTACHMENT',         format: 'DEPTH_COMPONENT', type: 'UNSIGNED_SHORT',          data: 'new Uint16Array(1)', depthBits: "16"},
        {obj: 'gl',  attachment: 'DEPTH_ATTACHMENT',         format: 'DEPTH_COMPONENT', type: 'UNSIGNED_INT',            data: 'new Uint32Array(1)', depthBits: "16"},
        {obj: 'ext', attachment: 'DEPTH_STENCIL_ATTACHMENT', format: 'DEPTH_STENCIL',   type: 'UNSIGNED_INT_24_8_WEBGL', data: 'new Uint32Array(1)', depthBits: "24", stencilBits: "8"}
    ];

    for (var ii = 0; ii < types.length; ++ii) {
        var typeInfo = types[ii];
        var type = typeInfo.type;
        var typeStr = typeInfo.obj + '.' + type;

        debug("");
        debug("testing: " + type);

        // check that cubemaps are not allowed.
        var cubeTex = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubeTex);
        var targets = [
          'TEXTURE_CUBE_MAP_POSITIVE_X',
          'TEXTURE_CUBE_MAP_NEGATIVE_X',
          'TEXTURE_CUBE_MAP_POSITIVE_Y',
          'TEXTURE_CUBE_MAP_NEGATIVE_Y',
          'TEXTURE_CUBE_MAP_POSITIVE_Z',
          'TEXTURE_CUBE_MAP_NEGATIVE_Z'
        ];
        for (var tt = 0; tt < targets.length; ++tt) {
            wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
        }

        // The WebGL_depth_texture extension supports both NEAREST and
        // LINEAR filtering for depth textures, even though LINEAR
        // doesn't have much meaning, and isn't supported in WebGL
        // 2.0. Still, test both.
        var filterModes = [
          'LINEAR',
          'NEAREST'
        ];

        for (var jj = 0; jj < filterModes.length; ++jj) {
            debug('testing ' + filterModes[jj] + ' filtering');
            var filterMode = gl[filterModes[jj]];

            // check 2d textures.
            tex = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, tex);
            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, filterMode);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filterMode);

            // test level > 0
            wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');

            // test with data
            wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');

            // test with canvas
            wtu.shouldGenerateGLError(gl, [gl.INVALID_VALUE, gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', gl.' + typeInfo.format + ', ' + typeStr  + ', canvas2)');

            // test copyTexImage2D
            wtu.shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 0, 0, 1, 1, 0)');

            // test real thing
            wtu.shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', ' + res + ', ' + res + ', 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');

            // test texSubImage2D
            wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.' + typeInfo.format + ', ' + typeStr  + ', ' + typeInfo.data + ')');

            // test copyTexSubImage2D
            wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1)');

            // test generateMipmap
            wtu.shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.generateMipmap(gl.TEXTURE_2D)');

            var fbo = gl.createFramebuffer();
            gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, tex, 0);

            // Ensure DEPTH_BITS returns >= 16 bits for UNSIGNED_SHORT and UNSIGNED_INT, >= 24 UNSIGNED_INT_24_8_WEBGL.
            // If there is stencil, ensure STENCIL_BITS reports >= 8 for UNSIGNED_INT_24_8_WEBGL.
            shouldBeGreaterThanOrEqual('gl.getParameter(gl.DEPTH_BITS)', typeInfo.depthBits);
            if (typeInfo.stencilBits === undefined) {
                shouldBe('gl.getParameter(gl.STENCIL_BITS)', '0');
            } else {
                shouldBeGreaterThanOrEqual('gl.getParameter(gl.STENCIL_BITS)', typeInfo.stencilBits);
            }

            // TODO: remove this check if the spec is updated to require these combinations to work.
            if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
            {
                // try adding a color buffer.
                var colorTex = gl.createTexture();
                gl.bindTexture(gl.TEXTURE_2D, colorTex);
                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, gl.RGBA, res, res, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
                gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
            }

            shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');

            // use the default texture to render with while we return to the depth texture.
            gl.bindTexture(gl.TEXTURE_2D, null);

            // render the z-quad
            gl.enable(gl.DEPTH_TEST);
            gl.clearColor(1, 0, 0, 1);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 6);

            dumpIt(gl, res, "--first--");

            // render the depth texture.
            gl.bindFramebuffer(gl.FRAMEBUFFER, null);
            gl.bindTexture(gl.TEXTURE_2D, tex);
            gl.clearColor(0, 0, 1, 1);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 6);

            var actualPixels = new Uint8Array(res * res * 4);
            gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);

            dumpIt(gl, res, "--depth--");

            // Check that each pixel's R value is less than that of the previous pixel
            // in either direction. Basically verify we have a gradient.
            var success = true;
            for (var yy = 0; yy < res; ++yy) {
                for (var xx = 0; xx < res; ++xx) {
                    var actual = (yy * res + xx) * 4;
                    var left = actual - 4;
                    var down = actual - res * 4;

                    if (xx > 0) {
                        if (actualPixels[actual] <= actualPixels[left]) {
                            testFailed("actual(" + actualPixels[actual] + ") < left(" + actualPixels[left] + ")");
                            success = false;
                        }
                    }
                    if (yy > 0) {
                        if (actualPixels[actual] <= actualPixels[down]) {
                            testFailed("actual(" + actualPixels[actual] + ") < down(" + actualPixels[down] + ")");
                            success = false;
                        }
                    }
                }
            }

            // Check that bottom left corner is vastly different thatn top right.
            if (actualPixels[(res * res - 1) * 4] - actualPixels[0] < 0xC0) {
                testFailed("corners are not different enough");
                success = false;
            }

            if (success) {
                testPassed("depth texture rendered correctly.");
            }

            // check limitations
            gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, null, 0);
            var badAttachment = typeInfo.attachment == 'DEPTH_ATTACHMENT' ? 'DEPTH_STENCIL_ATTACHMENT' : 'DEPTH_ATTACHMENT';
            wtu.shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.' + badAttachment + ', gl.TEXTURE_2D, tex, 0)');
            shouldNotBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
            wtu.shouldGenerateGLError(gl, gl.INVALID_FRAMEBUFFER_OPERATION, 'gl.clear(gl.DEPTH_BUFFER_BIT)');
            gl.bindFramebuffer(gl.FRAMEBUFFER, null);
            shouldBe('gl.getError()', 'gl.NO_ERROR');
        }
    }
}

debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>