| Index: conformance/extensions/webgl-depth-texture.html
|
| ===================================================================
|
| --- conformance/extensions/webgl-depth-texture.html (revision 0)
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| +++ conformance/extensions/webgl-depth-texture.html (working copy)
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| @@ -0,0 +1,327 @@
|
| +<!--
|
| +
|
| +/*
|
| +** 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
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| +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
| +*/
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| +
|
| +-->
|
| +<!DOCTYPE html>
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| +<html>
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| +<head>
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| +<meta charset="utf-8">
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| +<link rel="stylesheet" href="../../resources/js-test-style.css"/>
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| +<script src="../../resources/js-test-pre.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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| +{
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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>
|
| +<div id="description"></div>
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| +<div id="console"></div>
|
| +<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
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| +<script>
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| +"use strict";
|
| +description("This test verifies the functionality of the WEBGL_depth_texture extension, if it is available.");
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| +
|
| +debug("");
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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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| +var canvas2;
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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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| +
|
| + // Run tests with extension disabled
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| + runTestDisabled();
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| +
|
| + // Query the extension and store globally so shouldBe can access it
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| + ext = wtu.getExtensionWithKnownPrefixes(gl, "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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| +
|
| +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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| +
|
| +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.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)');
|
| + shouldGenerateGLError(gl, gl.INVALID_ENUM, '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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| + }
|
| +}
|
| +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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| +
|
| + // 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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| +
|
| + 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);
|
| + gl.enableVertexAttribArray(0);
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| + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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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)' },
|
| + {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;
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| + var typeStr = typeInfo.obj + '.' + type;
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| +
|
| + debug("");
|
| + debug("testing: " + type);
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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) {
|
| + shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.texImage2D(gl.' + targets[ii] + ', 1, gl.' + typeInfo.format + ', 1, 1, 0, gl.' + typeInfo.format + ', ' + typeStr + ', null)');
|
| + }
|
| +
|
| + // 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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| +
|
| + // 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)');
|
| +
|
| + // 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
|
| + 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
|
| + 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 + ')');
|
| +
|
| + // 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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| +
|
| + // test generateMipmap
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| + shouldGenerateGLError(gl, gl.INVALID_OPERATION, 'gl.generateMipmap(gl.TEXTURE_2D)');
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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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| + {
|
| + // 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);
|
| + 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');
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| +
|
| + // use the default texture to render with while we return to the depth texture.
|
| + gl.bindTexture(gl.TEXTURE_2D, null);
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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);
|
| + gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| +
|
| + dumpIt(gl, res, "--first--");
|
| +
|
| + // render the depth texture.
|
| + gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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| + 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';
|
| + 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("");
|
| +var successfullyParsed = true;
|
| +</script>
|
| +<script src="../../resources/js-test-post.js"></script>
|
| +</body>
|
| +</html>
|
|
|
| Property changes on: conformance/extensions/webgl-depth-texture.html
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| ___________________________________________________________________
|
| Added: svn:eol-style
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| ## -0,0 +1 ##
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| +LF
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| \ No newline at end of property
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