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Copyright (c) 2022 The Khronos Group Inc.
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<head>
<meta charset="utf-8">
<title>WebGL framebuffer to texture conformance test.</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"> </script>
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<body>
<canvas id="canvas"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Test resolving and copying the framebuffer to a texture, and drawing the result.");
debug('Reduced test case for <a href="http://anglebug.com/6972">http://anglebug.com/6972</a>');
// Reproduces two behaviors:
//
// 1) The initial draw disappearing entirely from the default back
// buffer. The current test case does not show this behavior
// independently from the other, but a previous iteration, with the
// textured quad scaled to half size and translated (-0.5, -0.5), did.
//
// 2) With Metal debug layers and load/store validation turned on on
// Intel Macs, the transparent area of the texture prior to the bug
// fix was magenta = undefined. Similar behavior would presumably
// reproduce on M1 hardware without debug layers or validation.
const size = 64;
const halfSize = size / 2;
const green = [ 0, 255, 0, 255 ];
const transparent = [ 0, 0, 0, 0 ];
let wtu = WebGLTestUtils;
let canvas = document.getElementById("canvas");
canvas.width = size;
canvas.height = size;
let gl = wtu.create3DContext("canvas", {
// Antialiasing is crucial for reproducing the bug.
antialias: true,
// Depth testing is not.
depth: false,
}, 2);
function allocateTexture(sz) {
let texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, sz, sz);
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.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
// Allocate destination texture
let destTexture = allocateTexture(halfSize);
// Set up half-size solid color quad in center
let colorQuadVAO = gl.createVertexArray();
gl.bindVertexArray(colorQuadVAO);
let colorQuadProgram = wtu.setupColorQuad(gl, 0, { scale: 0.5 });
// Setup textured quad covering the entire renderable area
let quadVAO = gl.createVertexArray();
gl.bindVertexArray(quadVAO);
let quadProgram = wtu.setupTexturedQuad(gl, 0, 1);
gl.useProgram(quadProgram);
let quadTexLoc = gl.getUniformLocation(quadProgram, "tex");
gl.uniform1i(quadTexLoc, 0);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.activeTexture(gl.TEXTURE0); // To match quadTexLoc=0
function runTest() {
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.BLEND);
gl.bindVertexArray(colorQuadVAO);
gl.useProgram(colorQuadProgram);
wtu.drawUByteColorQuad(gl, [ 0, 255, 0, 255 ]);
gl.bindTexture(gl.TEXTURE_2D, destTexture);
// Copy the upper right corner of the framebuffer to the texture.
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, halfSize, halfSize, halfSize, halfSize);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.useProgram(quadProgram);
gl.enable(gl.BLEND);
gl.bindVertexArray(quadVAO);
gl.bindTexture(gl.TEXTURE_2D, destTexture);
// Magnify and blend this texture over the current framebuffer.
wtu.drawUnitQuad(gl);
}
function runUserDefinedFBOTest() {
let fbo1 = gl.createFramebuffer();
let fbo2 = gl.createFramebuffer();
let rb = gl.createRenderbuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo1);
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, size, size);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, [ gl.FRAMEBUFFER_COMPLETE ]);
let tex = allocateTexture(size, size);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, [ gl.FRAMEBUFFER_COMPLETE ]);
// Same rendering steps as in the default-framebuffer test, with appropriate framebuffer blits interspersed.
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo1);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.BLEND);
gl.bindVertexArray(colorQuadVAO);
gl.useProgram(colorQuadProgram);
wtu.drawUByteColorQuad(gl, [ 0, 255, 0, 255 ]);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo1);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo2);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
gl.bindTexture(gl.TEXTURE_2D, destTexture);
// Copy the upper right corner of the framebuffer to the texture.
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, halfSize, halfSize, halfSize, halfSize);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo1);
gl.useProgram(quadProgram);
gl.enable(gl.BLEND);
gl.bindVertexArray(quadVAO);
gl.bindTexture(gl.TEXTURE_2D, destTexture);
// Magnify and blend this texture over the current framebuffer.
wtu.drawUnitQuad(gl);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo1);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo2);
gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
// No longer easy to put these results on the canvas, because it's
// antialiased and we can't blitFramebuffer to it. Let's assume
// that if failures occur, they'll be straightforward to debug.
}
function checkRenderingResults(prefix) {
// Center quad should be rendered correctly.
wtu.checkCanvasRect(gl,
halfSize / 2 + 1, halfSize / 2 + 1,
halfSize - 2, halfSize - 2,
green,
prefix + ": center quad should be green");
// Overlapping lower-left quad should be green as well.
wtu.checkCanvasRect(gl,
1, 1,
halfSize - 2, halfSize - 2,
green,
prefix + ": lower left quad should be green");
// Leftmost area above the lower-left quad should be transparent.
wtu.checkCanvasRect(gl,
1, halfSize + 1,
halfSize / 2 - 2, halfSize / 2 - 2,
transparent,
prefix + ": leftmost area above lower left quad should be transparent");
// Bottommost area to the right of the lower-left quad should be transparent.
wtu.checkCanvasRect(gl,
halfSize + 1, 1,
halfSize / 2 - 2, halfSize / 2 - 2,
transparent,
prefix + ": bottommost area to the right of lower left quad should be transparent");
}
runTest();
checkRenderingResults("default back buffer");
runUserDefinedFBOTest();
checkRenderingResults("user-defined framebuffer");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors at the end of the test.");
finishTest();
var successfullyParsed = true;
</script>
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