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Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
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<head>
<meta charset="utf-8">
<title>WebGL stencil mask/func front-state-back-state equality 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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
description("Tests that stencil mask/func are validated correctly when the front state and back state differ.");
var gl;
function checkDrawError(errIfMismatch) {
wtu.shouldGenerateGLError(gl, errIfMismatch, "wtu.dummySetProgramAndDrawNothing(gl)");
}
function setStencilMask(mask) {
wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.stencilMaskSeparate(gl.FRONT, " + mask[0] + ")");
wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.stencilMaskSeparate(gl.BACK, " + mask[1] + ")");
}
function testStencilMaskCase(mask, error) {
setStencilMask(mask);
// If an error is generated, it should be at draw time.
checkDrawError(error);
}
function testStencilMask(errIfMismatch) {
testStencilMaskCase([0, 256], gl.NO_ERROR);
testStencilMaskCase([1, 256], errIfMismatch);
testStencilMaskCase([1, 257], gl.NO_ERROR);
testStencilMaskCase([1, 258], errIfMismatch);
wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.stencilMask(1023)", "resetting stencilMask");
}
function setStencilFunc(ref, mask) {
wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.stencilFuncSeparate(gl.FRONT, gl.ALWAYS, " + ref[0] + ", " + mask[0] + ")");
wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.stencilFuncSeparate(gl.BACK, gl.ALWAYS, " + ref[1] + ", " + mask[1] + ")");
}
function testStencilFuncCase(ref, mask, error) {
setStencilFunc(ref, mask);
// If an error is generated, it should be at draw time.
checkDrawError(error);
}
function testStencilFunc(errIfMismatch) {
testStencilFuncCase([ 256, 257], [1023, 1023], gl.NO_ERROR);
testStencilFuncCase([ 256, 254], [1023, 1023], errIfMismatch);
testStencilFuncCase([ -1, 0], [1023, 1023], gl.NO_ERROR);
testStencilFuncCase([ -1, 254], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 0, 0], [ 1, 257], gl.NO_ERROR);
testStencilFuncCase([ 0, 0], [ 1, 258], errIfMismatch);
testStencilFuncCase([ 1, 1], [1024, 2048], gl.NO_ERROR);
testStencilFuncCase([ 1, 1], [2048, 1024], gl.NO_ERROR);
testStencilFuncCase([ -1, -1], [1023, 1023], gl.NO_ERROR);
testStencilFuncCase([ -1, 0], [1023, 1023], gl.NO_ERROR);
testStencilFuncCase([ 0, -1], [1023, 1023], gl.NO_ERROR);
testStencilFuncCase([ 0, 0], [1023, 1023], gl.NO_ERROR);
testStencilFuncCase([ -1, 255], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 0, 256], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 0, 1024], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 1, 257], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 255, -1], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 256, 0], [1023, 1023], errIfMismatch);
testStencilFuncCase([1024, 0], [1023, 1023], errIfMismatch);
testStencilFuncCase([ 257, 1], [1023, 1023], errIfMismatch);
wtu.shouldGenerateGLError(gl, gl.NO_ERROR, "gl.stencilFunc(gl.ALWAYS, 0, 1023)", "resetting stencilFunc");
}
//
// Tests of the default framebuffer
//
debug("");
debug("Testing default framebuffer with { stencil: true }");
gl = wtu.create3DContext(undefined, { stencil: true });
{
gl.enable(gl.STENCIL_TEST);
testStencilMaskCase([1, 256], gl.INVALID_OPERATION);
testStencilFuncCase([256, 0], [1023, 1023], gl.INVALID_OPERATION);
}
debug("Testing default framebuffer with { stencil: false }");
gl = wtu.create3DContext(undefined, { stencil: false });
{
// with { stencil: false }
gl.enable(gl.STENCIL_TEST);
testStencilMaskCase([1, 256], gl.NO_ERROR);
testStencilFuncCase([256, 0], [1023, 1023], gl.NO_ERROR);
}
// (continue using this GL context for the other tests)
//
// Tests with a framebuffer object
//
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
const colorRB = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, colorRB);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 1, 1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRB);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "initial framebuffer setup")
function runWithStencilSettings(haveDepthBuffer, haveStencilBuffer, enableStencilTest, fn) {
let rbo = null;
let attachment;
if (haveDepthBuffer || haveStencilBuffer) {
rbo = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
let internalformat;
if (haveDepthBuffer && haveStencilBuffer) {
internalformat = gl.DEPTH_STENCIL;
attachment = gl.DEPTH_STENCIL_ATTACHMENT;
} else if (haveDepthBuffer) {
internalformat = gl.DEPTH_COMPONENT16;
attachment = gl.DEPTH_ATTACHMENT;
} else if (haveStencilBuffer) {
internalformat = gl.STENCIL_INDEX8;
attachment = gl.STENCIL_ATTACHMENT;
}
gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, 1, 1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, rbo);
}
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "depth/stencil renderbuffer setup")
if (enableStencilTest) {
gl.enable(gl.STENCIL_TEST);
} else {
gl.disable(gl.STENCIL_TEST);
}
fn();
if (rbo) {
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.deleteRenderbuffer(rbo);
}
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "depth/stencil renderbuffer cleanup")
}
function testStencilSettings(haveDepthBuffer, haveStencilBuffer, enableStencilTest, errIfMismatch) {
debug("");
debug("With depthbuffer=" + haveDepthBuffer +
", stencilbuffer=" + haveStencilBuffer +
", stencilTest=" + enableStencilTest +
", expecting error=" + wtu.glEnumToString(gl, errIfMismatch) +
" for mismatching mask or func settings.");
runWithStencilSettings(haveDepthBuffer, haveStencilBuffer, enableStencilTest, () => {
// Errors should be the same for both mask and func, because stencil test
// and stencil write are always enabled/disabled in tandem.
testStencilMask(errIfMismatch);
testStencilFunc(errIfMismatch);
});
}
debug("");
debug("Base case checks:");
testStencilMaskCase([0, 0], gl.NO_ERROR);
testStencilFuncCase([0, 0], [1023, 1023], gl.NO_ERROR);
// haveDepthBuffer
// | haveStencilBuffer
// | | enableStencilTest
// | | | errIfMismatch
testStencilSettings(false, false, false, gl.NO_ERROR);
testStencilSettings( true, false, false, gl.NO_ERROR);
testStencilSettings(false, true, false, gl.NO_ERROR);
testStencilSettings( true, true, false, gl.NO_ERROR);
testStencilSettings(false, false, true, gl.NO_ERROR);
testStencilSettings( true, false, true, gl.NO_ERROR);
testStencilSettings(false, true, true, gl.INVALID_OPERATION);
testStencilSettings( true, true, true, gl.INVALID_OPERATION);
//
// Tests to make sure the stencil validation check, if cached, is invalidated correctly.
//
debug("");
debug("Setup for stencil validation cache invalidation tests");
setStencilMask([1, 258]);
setStencilFunc([0, 256], [1023, 1023]);
debug("Test with enabling/disabling stencil test");
runWithStencilSettings(false, true, false, () => {
checkDrawError(gl.NO_ERROR);
gl.enable(gl.STENCIL_TEST);
checkDrawError(gl.INVALID_OPERATION);
gl.disable(gl.STENCIL_TEST);
checkDrawError(gl.NO_ERROR);
});
debug("Test with swapping in a new FBO");
runWithStencilSettings(false, false, true, () => {
// no error with no stencil buffer
checkDrawError(gl.NO_ERROR);
// swap in a new FBO with a stencil buffer
const fb2 = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
gl.bindRenderbuffer(gl.RENDERBUFFER, colorRB);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRB);
const rbo = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, 1, 1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo);
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// this draw sholud detect the new fbo state
checkDrawError(gl.INVALID_OPERATION);
gl.deleteFramebuffer(fb2);
gl.deleteRenderbuffer(rbo)
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
});
debug("Test with adding a stencil attachment");
runWithStencilSettings(false, false, true, () => {
// no error with no stencil buffer
checkDrawError(gl.NO_ERROR);
// add a stencil attachment
const rbo = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, 1, 1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo);
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// this draw sholud detect the new fbo state
checkDrawError(gl.INVALID_OPERATION);
gl.deleteRenderbuffer(rbo)
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
});
debug("Test with reallocating the DEPTH_STENCIL attachment from depth to depth+stencil");
runWithStencilSettings(false, false, true, () => {
// attach a depth buffer to the DEPTH_STENCIL attachment
const rbo = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rbo);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo);
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// this draw is invalid, but it still might trigger caching of the stencil validation
checkDrawError(gl.INVALID_FRAMEBUFFER_OPERATION);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, 1, 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
// this draw sholud detect the new fbo state
checkDrawError(gl.INVALID_OPERATION);
gl.deleteRenderbuffer(rbo)
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
});
gl.deleteFramebuffer(fb);
gl.deleteRenderbuffer(colorRB);
var successfullyParsed = true;
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