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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.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL OVR_multiview2 Conformance Tests</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>
<script src="../../js/tests/ovr_multiview2_util.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
let wtu = WebGLTestUtils;
let gl = wtu.create3DContext(null, null, 2);
let ext = null;
function runFlatVaryingTest()
{
debug("");
debug("Testing rendering with different colors in fragment shader");
let width = 256;
let height = 256;
let views = gl.getParameter(ext.MAX_VIEWS_OVR);
let multiviewShaders = [
getMultiviewFlatVaryingVertexShader(views),
getMultiviewFlatVaryingFragmentShader()
];
let testProgram = wtu.setupProgram(gl, multiviewShaders, ['a_position'], [0], true);
if (!testProgram) {
testFailed("Compilation with extension enabled failed.");
return;
}
let fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
let colorTex = createTextureWithNearestFiltering(gl.TEXTURE_2D_ARRAY);
gl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, views);
ext.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, 0, views);
gl.viewport(0, 0, width, height);
wtu.drawUnitQuad(gl);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors from draw");
let readFb = gl.createFramebuffer();
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, readFb);
for (let viewIndex = 0; viewIndex < views; ++viewIndex) {
gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, colorTex, 0, viewIndex);
let expectedColor = getExpectedColor(viewIndex);
wtu.checkCanvasRect(gl, 0, 0, width, height, expectedColor, 'view ' + viewIndex + ' should be colored ' + expectedColor);
}
}
description("This test verifies that flat varyings work in multiview shaders using OVR_multiview2 extension, if it is available.");
debug("");
if (!gl) {
testFailed("WebGL context does not exist");
} else {
testPassed("WebGL context exists");
if (!gl.getExtension("OVR_multiview2")) {
testPassed("No OVR_multiview2 support -- this is legal");
} else {
testPassed("Successfully enabled OVR_multiview2 extension");
ext = gl.getExtension('OVR_multiview2');
wtu.setupUnitQuad(gl, 0, 1);
runFlatVaryingTest();
}
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>