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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html new file mode 100644 index 000000000..f18454b0d --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html @@ -0,0 +1,663 @@ +<!-- + +/* +** 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> +</head> +<body> +<div id="description"></div> +<div id="console"></div> + +<script> +"use strict"; +var wtu = WebGLTestUtils; +var gl; +var fbo; +var depthBuffer; +var stencilBuffer; +var depthStencilBuffer; +var colorBuffer; +var width; +var height; + +var ALLOW_COMPLETE = 0x01; +var ALLOW_UNSUPPORTED = 0x02; +var ALLOW_INCOMPLETE_ATTACHMENT = 0x04; + +function checkFramebufferForAllowedStatuses(allowedStatuses) +{ + // If the framebuffer is in an error state for multiple reasons, + // we can't guarantee which one will be reported. + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + var statusAllowed = ((allowedStatuses & ALLOW_COMPLETE) && (status == gl.FRAMEBUFFER_COMPLETE)) || + ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == gl.FRAMEBUFFER_UNSUPPORTED)) || + ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) && (status == gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT)); + var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) returned " + status; + if (statusAllowed) + testPassed(msg); + else + testFailed(msg); +} + +function checkBufferBits(attachment0, attachment1) +{ + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) + return; + + var haveDepthBuffer = attachment0 == gl.DEPTH_ATTACHMENT || + attachment0 == gl.DEPTH_STENCIL_ATTACHMENT || + attachment1 == gl.DEPTH_ATTACHMENT || + attachment1 == gl.DEPTH_STENCIL_ATTACHMENT; + var haveStencilBuffer = attachment0 == gl.STENCIL_ATTACHMENT || + attachment0 == gl.DEPTH_STENCIL_ATTACHMENT || + attachment1 == gl.STENCIL_ATTACHMENT || + attachment1 == gl.DEPTH_STENCIL_ATTACHMENT; + + shouldBeTrue("gl.getParameter(gl.RED_BITS) + gl.getParameter(gl.GREEN_BITS) + gl.getParameter(gl.BLUE_BITS) + gl.getParameter(gl.ALPHA_BITS) >= 16"); + + if (haveDepthBuffer) + shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) >= 16"); + else + shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) == 0"); + + if (haveStencilBuffer) + shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) >= 8"); + else + shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) == 0"); +} + +function testAttachment(attachment, buffer, allowedStatuses) +{ + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebufferForAllowedStatuses(allowedStatuses); + if ((allowedStatuses & ALLOW_COMPLETE) == 0) { + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4)); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION); + } + checkBufferBits(attachment); + gl.deleteFramebuffer(fbo); +} + +function testAttachments(attachment0, buffer0, attachment1, buffer1, allowedStatuses) +{ + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebufferForAllowedStatuses(allowedStatuses); + checkBufferBits(attachment0, attachment1); + gl.deleteFramebuffer(fbo); +} + +function testColorRenderbuffer(internalformat, allowedStatuses) +{ + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, allowedStatuses); +} + +function testDepthStencilRenderbuffer(allowedStatuses) +{ + shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0 + // renderbuffer will report 2 for its width when queried. + if (!(height == 0 && width > 0)) + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width"); + if (!(width == 0 && height > 0)) + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height"); + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL"); + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0"); + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0"); + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0"); + shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0"); + // Avoid verifying these for zero-sized renderbuffers for the time + // being since it appears that even OpenGL doesn't guarantee them. + if (width > 0 && height > 0) { + shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0"); + shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0"); + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatuses); + testDepthStencilDepthStencil(); +} + +function testDepthStencilDepthStencil() +{ + if (!width || !height) { + return; + } + + var tests = [ + { firstFormat: gl.DEPTH_COMPONENT16, + firstAttach: gl.DEPTH_ATTACHMENT, + secondFormat: gl.DEPTH_STENCIL, + secondAttach: gl.DEPTH_STENCIL_ATTACHMENT + }, + { firstFormat: gl.DEPTH_STENCIL, + firstAttach: gl.DEPTH_STENCIL_ATTACHMENT, + secondFormat: gl.DEPTH_COMPONENT16, + secondAttach: gl.DEPTH_ATTACHMENT + } + ]; + for (var ii = 0; ii < tests.length; ++ii) { + var test = tests[ii]; + for (var jj = 0; jj < 2; ++jj) { + var fbo = gl.createFramebuffer(); + var tex = gl.createTexture(); + var firstRb = gl.createRenderbuffer(); + + debug(""); + debug("test: " + wtu.glEnumToString(gl, test.firstFormat) + " vs " + wtu.glEnumToString(gl, test.secondFormat) + " with " + (jj ? "unbind" : "delete")); + + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + // attach texture as color + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + + // attach first + gl.bindRenderbuffer(gl.RENDERBUFFER, firstRb); + gl.renderbufferStorage(gl.RENDERBUFFER, test.firstFormat, width, height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.firstAttach, gl.RENDERBUFFER, firstRb); + + shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); + gl.enable(gl.DEPTH_TEST); + var program = wtu.setupColorQuad(gl); + // Test it works + wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]); + wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]); // should not draw since DEPTH_FUNC == LESS + wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green"); + + var secondRb = gl.createRenderbuffer(); + + // attach second + gl.bindRenderbuffer(gl.RENDERBUFFER, secondRb); + gl.renderbufferStorage(gl.RENDERBUFFER, test.secondFormat, width, height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, secondRb); + + if (jj == 0) { + // now delete it + debug("test deleting second renderbuffer"); + gl.deleteRenderbuffer(secondRb); + } else { + // unbind it + debug("test unbinding second renderbuffer"); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, null); + } + + // If the first attachment is not restored this may fail + shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + // If the first attachment is not restored this may fail. + gl.clear(gl.DEPTH_BUFFER_BIT); + wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]); + wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]); // should not draw since DEPTH_FUNC == LESS + wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green"); + gl.disable(gl.DEPTH_TEST); + + if (jj == 1) { + gl.deleteRenderbuffer(secondRb); + } + + gl.deleteRenderbuffer(secondRb); + gl.deleteFramebuffer(fbo); + } + } + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +description("Test framebuffer object attachment behaviors"); + +shouldBeNonNull("gl = wtu.create3DContext()"); + +function testFramebufferRequiredCombinations() { + debug("Checking combinations of framebuffer attachments required to be valid"); + + // Per discussion with the OpenGL ES working group, the following framebuffer attachment + // combinations are required to work in all WebGL implementations: + // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer + // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer + + var fbo = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + + var width = 64; + var height = 64; + + // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); + checkFramebufferForAllowedStatuses(ALLOW_COMPLETE); + checkBufferBits(); + + // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer + var renderbuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); + checkFramebufferForAllowedStatuses(ALLOW_COMPLETE); + checkBufferBits(gl.DEPTH_ATTACHMENT); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null); + + // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); + checkFramebufferForAllowedStatuses(ALLOW_COMPLETE); + checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT); + + // Clean up + gl.deleteRenderbuffer(renderbuffer); + gl.deleteTexture(texture); + gl.deleteFramebuffer(fbo); +} + +testFramebufferRequiredCombinations(); + +for (width = 0; width <= 2; width += 2) +{ + for (height = 0; height <= 2; height += 2) + { + debug(""); + debug("Dimensions " + width + " x " + height); + + debug("Create renderbuffers"); + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeNonNull("depthBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var allowedStatusForGoodCase + = (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE; + + // some cases involving stencil seem to be implementation-dependent + var allowedStatusForImplDependentCase = allowedStatusForGoodCase | ALLOW_UNSUPPORTED; + + debug("Attach depth using DEPTH_ATTACHMENT"); + testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForGoodCase); + debug("Attach depth using STENCIL_ATTACHMENT"); + testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT); + debug("Attach depth using DEPTH_STENCIL_ATTACHMENT"); + testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT); + debug("Attach stencil using STENCIL_ATTACHMENT"); + testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForImplDependentCase); + debug("Attach stencil using DEPTH_ATTACHMENT"); + testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT); + debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT"); + testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT); + debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT"); + testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForGoodCase); + debug("Attach depthStencil using DEPTH_ATTACHMENT"); + testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT); + debug("Attach depthStencil using STENCIL_ATTACHMENT"); + testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT); + + var allowedStatusForConflictedAttachment + = (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT + : ALLOW_UNSUPPORTED; + + debug("Attach depth, then stencil, causing conflict"); + testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment); + debug("Attach stencil, then depth, causing conflict"); + testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment); + debug("Attach depth, then depthStencil, causing conflict"); + testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment); + debug("Attach depthStencil, then depth, causing conflict"); + testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment); + debug("Attach stencil, then depthStencil, causing conflict"); + testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment); + debug("Attach depthStencil, then stencil, causing conflict"); + testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment); + + debug("Attach color renderbuffer with internalformat == RGBA4"); + testColorRenderbuffer(gl.RGBA4, allowedStatusForGoodCase); + + debug("Attach color renderbuffer with internalformat == RGB5_A1"); + testColorRenderbuffer(gl.RGB5_A1, allowedStatusForGoodCase); + + debug("Attach color renderbuffer with internalformat == RGB565"); + testColorRenderbuffer(gl.RGB565, allowedStatusForGoodCase); + + debug("Create and attach depthStencil renderbuffer"); + testDepthStencilRenderbuffer(allowedStatusForGoodCase); + } +} + +// Determine if we can attach both color and depth or color and depth_stencil +var depthFormat; +var depthAttachment; + +function checkValidColorDepthCombination() { + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + + shouldBeNonNull("depthBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + + return tryDepth(gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) || tryDepth(gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT); + + function tryDepth(try_format, try_attachment) { + if (depthAttachment) { + // If we've tried once unattach the old one. + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, null); + } + depthFormat = try_format; + depthAttachment = try_attachment; + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE; + } +} + +if (checkValidColorDepthCombination()) { + testFramebufferIncompleteDimensions(); + testFramebufferIncompleteAttachment(); + testFramebufferIncompleteMissingAttachment(); + testUsingIncompleteFramebuffer(); + testReadingFromMissingAttachment(); +} + +function checkFramebuffer(expected) { + var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) should be " + wtu.glEnumToString(gl, expected) + " was " + wtu.glEnumToString(gl, actual); + if (expected != gl.FRAMEBUFFER_COMPLETE) { + msg += " or FRAMEBUFFER_UNSUPPORTED"; + } + if (actual == expected || + (expected != gl.FRAMEBUFFER_COMPLETE && + actual == gl.FRAMBUFFER_UNSUPPORTED)) { + testPassed(msg); + } else { + testFailed(msg); + } +} + +function testUsingIncompleteFramebuffer() { + debug(""); + debug("Test drawing or reading from an incomplete framebuffer"); + var program = wtu.setupTexturedQuad(gl); + var tex = gl.createTexture(); + wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]); + + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + + shouldBeNonNull("depthBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + + // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES 2.0 + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS); + debug(""); + debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION"); + testRenderingAndReading(); + + shouldBeNonNull("fbo2 = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT); + debug(""); + debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION"); + testRenderingAndReading(); + + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0); + debug(""); + debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION"); + testRenderingAndReading(); + + function testRenderingAndReading() { + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + wtu.clearAndDrawUnitQuad(gl); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer"); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer"); + // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because + // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments + // the framebuffer is not of a compatible type. + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1); + wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexImage2D from incomplete framebuffer"); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0); + wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexSubImage2D from incomplete framebuffer"); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer"); + } +} + +function testFramebufferIncompleteAttachment() { + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + + debug(""); + debug("Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)"); + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT); + + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + + debug(""); + debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)"); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +function testFramebufferIncompleteMissingAttachment() { + debug(""); + debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5)"); + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT); + + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +function testFramebufferIncompleteDimensions() { + debug(""); + debug("Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5)"); + + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + shouldBeNonNull("colorBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + + shouldBeNonNull("depthBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS); + gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + return; + } + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + checkFramebuffer(gl.FRAMEBUFFER_COMPLETE); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR); +} + +function testReadingFromMissingAttachment() { + debug(""); + debug("Test drawing or reading from a missing framebuffer attachment"); + + shouldBeNonNull("fbo = gl.createFramebuffer()"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + + var size = 16; + + // The only scenario we can verify is an attempt to read or copy + // from a missing color attachment while the framebuffer is still + // complete. + shouldBeNonNull("depthBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth renderbuffer setup"); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + debug("Unable to allocate a framebuffer with just a depth attachment; this is legal"); + // Try just a depth/stencil renderbuffer + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null); + shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()"); + gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); + gl.framebufferRenderbuffer( + gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, size, size); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth+stencil renderbuffer setup"); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + debug("Unable to allocate a framebuffer with just a depth+stencil attachment; this is legal"); + return; + } + } + + // The FBO has no color attachment. ReadPixels, CopyTexImage2D, + // and CopyTexSubImage2D should all generate INVALID_OPERATION. + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before ReadPixels from missing attachment"); + gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After ReadPixels from missing attachment"); + + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexImage2D from missing attachment"); + gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, size, size, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexImage2D from missing attachment"); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexSubImage2D from missing attachment"); + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, size, size); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexSubImage2D from missing attachment"); +} + +var successfullyParsed = true; +</script> + +<script src="../../js/js-test-post.js"></script> +</body> +</html> |