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<!--
Copyright (c) 2022 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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<!DOCTYPE html>
<html>
<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>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description("Test resolving multisample depth buffer");
// Reproduces an inconistent behavior where if:
// 1) You render into a multisampling frame buffer
// 2) Geometry is drawn with DEPTH_TEST disabled and then enabled
// 3) More than one frame is rendered via requestAnimationFrame
const size = 64;
const halfSize = size / 2;
let wtu = WebGLTestUtils;
let canvas = document.getElementById("canvas");
canvas.width = size;
canvas.height = size;
let gl = wtu.create3DContext("canvas", {}, 2);
function createTexture(res, format, bytes) {
let texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texStorage2D(gl.TEXTURE_2D, 1, format, res, res);
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;
}
function createRenderBuffer(res, format, samples) {
let rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
if (samples > 1)
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, format, res, res);
else
gl.renderbufferStorage(gl.RENDERBUFFER, format, res, res);
return rb;
}
let yellowQuadVAO = gl.createVertexArray();
gl.bindVertexArray(yellowQuadVAO);
let yellowQuadProgram = wtu.setupColorQuad(gl, 0, { scale: 0.75 });
let blueQuadVAO = gl.createVertexArray();
gl.bindVertexArray(blueQuadVAO);
let blueQuadProgram = wtu.setupColorQuad(gl, 0, { scale: 0.5 });
let fsVAO = gl.createVertexArray();
gl.bindVertexArray(fsVAO);
let fsProgram = wtu.setupTexturedQuad(gl, 0, 1);
gl.useProgram(fsProgram);
let fsTexLoc = gl.getUniformLocation(fsProgram, "tex");
gl.uniform1i(fsTexLoc, 0);
// An incorrect render can occur if...
// 1) You use renderbufferStorageMultisample.
const msaaSamples = 4;
const colorRB = createRenderBuffer(size, gl.RGBA8, msaaSamples);
const depthRB = createRenderBuffer(size, gl.DEPTH_COMPONENT16, msaaSamples);
const resolveTex = createTexture(size, gl.RGBA8);
let renderFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, renderFBO);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRB);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthRB);
let resolveFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, resolveFBO);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resolveTex, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.disable(gl.CULL_FACE);
gl.disable(gl.BLEND);
var frameCount = 0;
function runTest() {
// 2) Render from requestAnimationFrame, only starting with the 2nd frame.
gl.bindFramebuffer(gl.FRAMEBUFFER, renderFBO);
// Clear background red
gl.clearColor(1, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);
// 3) You disable gl.DEPTH_TEST
gl.disable(gl.DEPTH_TEST);
gl.depthMask(false);
gl.bindVertexArray(yellowQuadVAO);
gl.useProgram(yellowQuadProgram);
wtu.drawUByteColorQuad(gl, [ 255, 255, 0, 255 ]);
// 4) And re-enable gl.DEPTH_TEST
gl.enable(gl.DEPTH_TEST);
gl.depthMask(true);
gl.bindVertexArray(blueQuadVAO);
gl.useProgram(blueQuadProgram);
wtu.drawUByteColorQuad(gl, [ 0, 0, 255, 255 ]);
// Resolve the multisample framebuffer to a texture
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, renderFBO);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, resolveFBO);
gl.clearBufferfv(gl.COLOR, 0, [0.0, 0.0, 0.0, 0.0]);
gl.blitFramebuffer(0, 0, size, size,
0, 0, size, size,
gl.COLOR_BUFFER_BIT, gl.LINEAR);
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
// Draw the resolved texture to the backbuffer
gl.bindTexture(gl.TEXTURE_2D, resolveTex);
gl.useProgram(fsProgram);
gl.bindVertexArray(fsVAO);
wtu.drawUnitQuad(gl);
// 5) The incorrect render can occur on the second rendered frame, called from
// requestAnimationFrame.
frameCount++;
if (frameCount == 2) {
checkRenderingResults("multisampling-depth-resolve");
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors at the end of the test.");
finishTest();
} else {
requestAnimationFrame(runTest);
}
}
requestAnimationFrame(runTest);
function checkRenderingResults(prefix) {
// Outer color should be red
wtu.checkCanvasRect(gl,
1, 1,
2, 2,
[255, 0, 0, 255],
prefix + ": outer pixels should be red");
// Outer quad should be rendered yellow.
wtu.checkCanvasRect(gl,
10, 10,
2, 2,
[255, 255, 0, 255],
prefix + ": outer quad should be yellow");
// Center quad should be rendered blue.
wtu.checkCanvasRect(gl,
halfSize / 2 + 1, halfSize / 2 + 1,
2, 2,
[0, 0, 255, 255],
prefix + ": center quad should be blue");
}
var successfullyParsed = true;
</script>
</body>
</html>