Source code

Revision control

Copy as Markdown

Other Tools

<!--
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>Invalidate Framebuffer Against WebGL 2</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>
<canvas id="canvas" width="20" height="20"> </canvas>
<script>
"use strict";
description("This tests invalidateFramebuffer and invalidateSubFramebuffer");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, { depth : true, stencil : false }, 2);
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("invalidate framebuffer.");
gl.clearColor(0, 0, 0, 0);
// setup framebuffer with depth attachment and multi-sampled color attachment
var fb_m = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb_m);
var rb_m = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb_m);
var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb_m);
// invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer
invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.RGBA8, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after attaching a multi-sampled renderbuffer to fbo.");
var rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
// invalidate the framebuffer when the attachment is incomplete: no storage allocated to the attached renderbuffer
invalidateIncompleteAttachment(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.DEPTH_COMPONENT16, canvas.width, canvas.height);
gl.clear(gl.DEPTH_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after attaching a renderbuffer to fbo.");
// in real world case, after some drawing, we can invalidate the depth attachment of the bound fbo
invalidation(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT);
// set up framebuffer to blit to and read back from
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
var buffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, canvas.width, canvas.height);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer);
gl.clear(gl.COLOR_BUFFER_BIT);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after attaching a renderbuffer to fbo.");
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb_m);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb);
gl.blitFramebuffer(0, 0, canvas.width, canvas.height, 0, 0, canvas.width, canvas.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"should be no errors after bliting framebuffer.");
// invalidate the multi-sampled color attachment of the bound read framebuffer after blitFramebuffer.
invalidation(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT);
var maxColorAttachments = gl.getParameter(gl.MAX_COLOR_ATTACHMENTS);
gl.invalidateSubFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM],
"calling invalidateSubFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION.");
gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0 + maxColorAttachments]);
wtu.glErrorShouldBe(gl, [gl.INVALID_OPERATION, gl.INVALID_ENUM],
"calling invalidateFramebuffer to invalidate a COLOR_ATTACHMENT that exceeds MAX_COLOR_ATTACHMENT should generate INVALID_ENUM or INVALID_OPERATION.");
// invalidate the default framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
invalidation(gl.FRAMEBUFFER, gl.DEPTH, gl.STENCIL);
gl.deleteFramebuffer(fb_m);
gl.deleteRenderbuffer(rb_m);
gl.deleteRenderbuffer(rb);
gl.deleteFramebuffer(fb);
gl.deleteRenderbuffer(buffer);
testInvalidateRGBThenDraw();
testInvalidateWithBlend();
}
function invalidation(target, valid_attachment, invalid_attachment) {
gl.invalidateSubFramebuffer(target, [invalid_attachment], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors.");
gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer should succeed.");
gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, -5, -5);
wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
"calling invalidateSubFramebuffer should generate INVALID_VALUE if width < 0 or height < 0.");
gl.invalidateSubFramebuffer(target, [valid_attachment], -5, -5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored.");
gl.invalidateSubFramebuffer(target, [valid_attachment], 5, 5, 20, 20);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer should succeed, even the invalidated pixels may be outside of the framebuffer allocated to current context. These pixels are ignored.");
gl.invalidateFramebuffer(target, [invalid_attachment]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer to invalidate a specified attachment that does not exist will be ignored. There should be no errors.");
gl.invalidateFramebuffer(target, [valid_attachment]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer should succeed.");
}
function invalidateIncompleteAttachment(target, incomplete_attachment) {
shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)",
"gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
gl.invalidateSubFramebuffer(target, [incomplete_attachment], 5, 5, 10, 10);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateSubFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors");
gl.invalidateFramebuffer(target, [incomplete_attachment]);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer to invalidate an incomplete attachment will be ignored. There should be no errors.");
}
function testInvalidateRGBThenDraw() {
const program = wtu.setupColorQuad(gl);
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
const fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Verify that clearing alpha is ineffective on an RGB format.
const black = [0, 0, 0, 255];
wtu.checkCanvasRect(gl, 0, 0, 1, 1, black, `should be black`);
// Invalidate the framebuffer contents.
gl.invalidateFramebuffer(gl.FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
// Without an explicit clear, draw blue and make sure alpha is unaffected. If RGB is emulated
// with RGBA, the previous invalidate shouldn't affect the alpha value.
wtu.drawFloatColorQuad(gl, [0, 0, 1, 1]);
const blue = [0, 0, 255, 255];
wtu.checkCanvasRect(gl, 0, 0, 1, 1, blue, `should be blue`);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
gl.deleteTexture(texture);
gl.deleteFramebuffer(fbo);
gl.deleteProgram(program);
}
function testInvalidateWithBlend() {
// Create the framebuffer that will be invalidated
const renderTarget = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, renderTarget);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
const drawFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, drawFBO);
gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTarget, 0);
// Clear the framebuffer and invalidate it.
gl.clearColor(1, 1, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
// Upload data to it
const cyan = new Uint8Array([0, 255, 255, 255]);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, cyan);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, drawFBO);
const program = wtu.setupColorQuad(gl);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
wtu.drawFloatColorQuad(gl, [1, 0, 0, 0.5]);
const expected = [127, 127, 127, 191];
wtu.checkCanvasRect(gl, 0, 0, 1, 1, expected, `should be ${expected}`, 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR,
"calling invalidateFramebuffer and then uploading data to texture in framebuffer. There should be no errors");
gl.deleteTexture(renderTarget);
gl.deleteFramebuffer(drawFBO);
gl.deleteProgram(program);
gl.disable(gl.BLEND);
}
debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>