| Index: third_party/WebKit/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html
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| diff --git a/third_party/WebKit/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html b/third_party/WebKit/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html
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| deleted file mode 100644
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| index b98b31466ef6afb3dc926681d28dc37ed8cb8976..0000000000000000000000000000000000000000
|
| --- a/third_party/WebKit/LayoutTests/fast/canvas/webgl/webgl-depth-texture.html
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| +++ /dev/null
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| @@ -1,321 +0,0 @@
|
| -<!DOCTYPE html>
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| -<html>
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| -<head>
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| -<meta charset="utf-8">
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| -<script src="../../../resources/js-test.js"></script>
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| -<script src="resources/webgl-test.js"></script>
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| -<script src="resources/webgl-test-utils.js"></script>
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| -<title>WebGL WEBGL_depth_texture Conformance Tests</title>
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| -</head>
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| -<body>
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| -<script id="vshader" type="x-shader/x-vertex">
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| -attribute vec4 a_position;
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| -void main()
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| -{
|
| - gl_Position = a_position;
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| -}
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| -</script>
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| -
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| -<script id="fshader" type="x-shader/x-fragment">
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| -precision mediump float;
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| -uniform sampler2D u_texture;
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| -uniform vec2 u_resolution;
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| -void main()
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| -{
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| - vec2 texcoord = gl_FragCoord.xy / u_resolution;
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| - gl_FragColor = texture2D(u_texture, texcoord);
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| -}
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| -</script>
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| -<div id="description"></div>
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| -<div id="console"></div>
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| -<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
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| -<script>
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| -if (window.initNonKhronosFramework) {
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| - window.initNonKhronosFramework(false);
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| -}
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| -description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");
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| -
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| -debug("");
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| -
|
| -if (window.internals)
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| - window.internals.settings.setWebGLErrorsToConsoleEnabled(false);
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| -
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| -var wtu = WebGLTestUtils;
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| -var canvas = document.getElementById("canvas");
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| -var gl = wtu.create3DContext(canvas, {antialias: false});
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| -var program = wtu.setupTexturedQuad(gl);
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| -var ext = null;
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| -var vao = null;
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| -var tex;
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| -var name;
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| -var supportedFormats;
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| -
|
| -if (!gl) {
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| - testFailed("WebGL context does not exist");
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| -} else {
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| - testPassed("WebGL context exists");
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| -
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| - // Run tests with extension disabled
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| - runTestDisabled();
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| -
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| - // Query the extension and store globally so shouldBe can access it
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| - ext = gl.getExtension("WEBGL_depth_texture");
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| - if (!ext) {
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| - testPassed("No WEBGL_depth_texture support -- this is legal");
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| - runSupportedTest(false);
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| - } else {
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| - testPassed("Successfully enabled WEBGL_depth_texture extension");
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| -
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| - runSupportedTest(true);
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| - runTestExtension();
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| - }
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| -}
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| -
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| -function runSupportedTest(extensionEnabled) {
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| - var name = wtu.getSupportedExtensionWithKnownPrefixes(gl, "WEBGL_depth_texture");
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| - if (name !== undefined) {
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| - if (extensionEnabled) {
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| - testPassed("WEBGL_depth_texture listed as supported and getExtension succeeded");
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| - } else {
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| - testFailed("WEBGL_depth_texture listed as supported but getExtension failed");
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| - }
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| - } else {
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| - if (extensionEnabled) {
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| - testFailed("WEBGL_depth_texture not listed as supported but getExtension succeeded");
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| - } else {
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| - testPassed("WEBGL_depth_texture not listed as supported and getExtension failed -- this is legal");
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| - }
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| - }
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| -}
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| -
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| -
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| -function runTestDisabled() {
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| - debug("Testing binding enum with extension disabled");
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| -
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| - var tex = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_2D, tex);
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| - 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)');
|
| - 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)');
|
| -}
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| -
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| -
|
| -function dumpIt(gl, res, msg) {
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| - return; // comment out to debug
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| - debug(msg);
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| - var actualPixels = new Uint8Array(res * res * 4);
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| - gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
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| -
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| - for (var yy = 0; yy < res; ++yy) {
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| - var strs = [];
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| - for (var xx = 0; xx < res; ++xx) {
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| - var actual = (yy * res + xx) * 4;
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| - strs.push("(" + actualPixels[actual] + "," + actualPixels[actual+1] + "," + actualPixels[actual + 2] + "," + actualPixels[actual + 3] + ")");
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| - }
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| - debug(strs.join(" "));
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| - }
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| -}
|
| -function runTestExtension() {
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| - debug("Testing WEBGL_depth_texture");
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| -
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| - var res = 8;
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| -
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| - // make canvas for testing.
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| - canvas2 = document.createElement("canvas");
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| - canvas2.width = res;
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| - canvas2.height = res;
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| - var ctx = canvas2.getContext("2d");
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| - ctx.fillStyle = "blue";
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| - ctx.fillRect(0, 0, canvas2.width, canvas2.height);
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| -
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| - var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['a_position']);
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| - gl.useProgram(program);
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| - gl.uniform2f(gl.getUniformLocation(program, "u_resolution"), res, res);
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| -
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| - var buffer = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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| - gl.bufferData(
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| - gl.ARRAY_BUFFER,
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| - new Float32Array(
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| - [ 1, 1, 1,
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| - -1, 1, 0,
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| - -1, -1, -1,
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| - 1, 1, 1,
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| - -1, -1, -1,
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| - 1, -1, 0,
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| - ]),
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| - gl.STATIC_DRAW);
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| - gl.enableVertexAttribArray(0);
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| - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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| -
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| - var types = [
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| - {obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_SHORT', data: 'new Uint16Array(1)' },
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| - {obj: 'gl', attachment: 'DEPTH_ATTACHMENT', format: 'DEPTH_COMPONENT', type: 'UNSIGNED_INT', data: 'new Uint32Array(1)' },
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| - {obj: 'ext', attachment: 'DEPTH_STENCIL_ATTACHMENT', format: 'DEPTH_STENCIL', type: 'UNSIGNED_INT_24_8_WEBGL', data: 'new Uint32Array(1)' }
|
| - ];
|
| -
|
| - for (var ii = 0; ii < types.length; ++ii) {
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| - var typeInfo = types[ii];
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| - var type = typeInfo.type;
|
| - var typeStr = typeInfo.obj + '.' + type;
|
| -
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| - debug("");
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| - debug("testing: " + type);
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| -
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| - // check that cubemaps are not allowed.
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| - var cubeTex = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubeTex);
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| - var targets = [
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| - 'TEXTURE_CUBE_MAP_POSITIVE_X',
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| - 'TEXTURE_CUBE_MAP_NEGATIVE_X',
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| - 'TEXTURE_CUBE_MAP_POSITIVE_Y',
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| - 'TEXTURE_CUBE_MAP_NEGATIVE_Y',
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| - 'TEXTURE_CUBE_MAP_POSITIVE_Z',
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| - 'TEXTURE_CUBE_MAP_NEGATIVE_Z'
|
| - ];
|
| - for (var tt = 0; tt < targets.length; ++tt) {
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| - shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
|
| - }
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| -
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| - // check 2d textures.
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| - tex = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_2D, tex);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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| -
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| - // test level > 0
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| - shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
|
| -
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| - // test with data
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| - shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
|
| -
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| - // test with canvas
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| - 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)');
|
| -
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| - // test copyTexImage2D
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| - shouldGenerateGLError(gl, [gl.INVALID_ENUM, gl.INVALID_OPERATION], 'gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', 0, 0, 1, 1, 0)');
|
| -
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| - // test real thing
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| - shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.texImage2D(gl.TEXTURE_2D, 0, gl.' + typeInfo.format + ', ' + res + ', ' + res + ', 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
|
| -
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| - // test texSubImage2D
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| - shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.' + typeInfo.format + ', ' + typeStr + ', ' + typeInfo.data + ')');
|
| -
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| - // test copyTexSubImage2D
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| - shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1)');
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| -
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| - // test generateMipmap
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| - shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.generateMipmap(gl.TEXTURE_2D)');
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| -
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| - var fbo = gl.createFramebuffer();
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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| - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl[typeInfo.attachment], gl.TEXTURE_2D, tex, 0);
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| - // TODO: remove this check if the spec is updated to require these combinations to work.
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| - if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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| - {
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| - // try adding a color buffer.
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| - var colorTex = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_2D, colorTex);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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| - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, res, res, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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| - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
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| - }
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| -
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| - shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
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| -
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| - // use the default texture to render with while we return to the depth texture.
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| - gl.bindTexture(gl.TEXTURE_2D, null);
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| -
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| - // render the z-quad
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| - gl.enable(gl.DEPTH_TEST);
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| - gl.clearColor(1, 0, 0, 1);
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| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| - gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| -
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| - dumpIt(gl, res, "--first--");
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| -
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| - // render the depth texture.
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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| - gl.bindTexture(gl.TEXTURE_2D, tex);
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| - gl.clearColor(0, 0, 1, 1);
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| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| - gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| -
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| - var actualPixels = new Uint8Array(res * res * 4);
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| - gl.readPixels(0, 0, res, res, gl.RGBA, gl.UNSIGNED_BYTE, actualPixels);
|
| -
|
| - dumpIt(gl, res, "--depth--");
|
| -
|
| - // Check that each pixel's RGB are the same and that it's value is less
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| - // than 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 (actualPixels[actual + 0] != actualPixels[actual + 1]) {
|
| - testFailed('R != G');
|
| - success = false;
|
| - }
|
| - if (actualPixels[actual + 0] != actualPixels[actual + 2]) {
|
| - testFailed('R != B');
|
| - success = false;
|
| - }
|
| - // ALPHA is implementation dependent
|
| - if (actualPixels[actual + 3] != 0xFF && actualPixels[actual + 3] != actualPixels[actual + 0]) {
|
| - testFailed('A != 255 && A != R');
|
| - success = false;
|
| - }
|
| -
|
| - 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';
|
| - shouldGenerateGLError(gl, gl.NO_ERROR, 'gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.' + badAttachment + ', gl.TEXTURE_2D, tex, 0)');
|
| - shouldNotBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
|
| - shouldGenerateGLError(gl, gl.INVALID_FRAMEBUFFER_OPERATION, 'gl.clear(gl.DEPTH_BUFFER_BIT)');
|
| - gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
| - shouldBe('gl.getError()', 'gl.NO_ERROR');
|
| - }
|
| -}
|
| -
|
| -debug("");
|
| -successfullyParsed = true;
|
| -if (window.nonKhronosFrameworkNotifyDone) {
|
| - window.nonKhronosFrameworkNotifyDone();
|
| -}
|
| -</script>
|
| -</body>
|
| -</html>
|
|
|