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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html b/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html new file mode 100644 index 0000000000..0e435d6a2e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/renderbuffers/framebuffer-texture-layer.html @@ -0,0 +1,144 @@ +<!-- +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 FramebufferTextureLayer 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> +<canvas id="canvas" width="2" height="2"> </canvas> + +<script> +"use strict"; +var wtu = WebGLTestUtils; +var gl; +var canvas = document.getElementById("canvas"); + +function numLevelsFromSize(size) { + var levels = 0; + while ((size >> levels) > 0) { + ++levels; + } + return levels; +} + +function checkFramebuffer(expected) { + var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (expected.indexOf(actual) < 0) { + var msg = "checkFramebufferStatus expects ["; + for (var index = 0; index < expected.length; ++index) { + msg += wtu.glEnumToString(gl, expected[index]); + if (index + 1 < expected.length) + msg += ", "; + } + msg += "], was " + wtu.glEnumToString(gl, actual); + testFailed(msg); + } else { + var msg = "checkFramebufferStatus got " + wtu.glEnumToString(gl, actual) + + " as expected"; + testPassed(msg); + } +} + +function testFramebufferTextureLayer() { + debug(""); + debug("Checking FramebufferTextureLayer stuff."); + + var tex3d = gl.createTexture(); + var fb = gl.createFramebuffer(); + gl.bindTexture(gl.TEXTURE_3D, tex3d); + gl.texImage3D(gl.TEXTURE_3D, + 0, // level + gl.RGBA, // internalFormat + 1, // width + 1, // height + 1, // depth + 0, // border + gl.RGBA, // format + gl.UNSIGNED_BYTE, // type + new Uint8Array([0xff, 0x00, 0x00, 0x00])); // data + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, + "attaching a texture to default framebuffer should generate INVALID_OPERATION."); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "attaching a texture to a framebuffer should succeed."); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, null, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "detaching a texture from a framebuffer should succeed."); + + var maxTexSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE); + var maxLevels = numLevelsFromSize(maxTexSize); + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels - 1, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "calling framebufferTextureLayer with an appropriate mipmap level should succeed."); + checkFramebuffer([gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]); + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, maxLevels, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, + "calling framebufferTextureLayer with a mipmap level out of range should generate INVALID_VALUE."); + + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, -1); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, + "calling framebufferTextureLayer with a negative texture layer should generate INVALID_VALUE."); + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex3d, 0, maxTexSize); + wtu.glErrorShouldBe(gl, gl.INVALID_VALUE, + "calling framebufferTextureLayer with a texture layer out of range should generate INVALID_VALUE."); + + var tex2d = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex2d); + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex2d, 0, 0); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, + "attaching a 2d texture to a framebuffer should generate INVALID_OPERATION."); + + var texDepthStencil = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D_ARRAY, texDepthStencil); + var fbDepthStencil = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbDepthStencil); + gl.texImage3D(gl.TEXTURE_2D_ARRAY, + 0, // level + gl.DEPTH24_STENCIL8, // internalFormat + 1, // width + 1, // height + 1, // depth + 0, // border + gl.DEPTH_STENCIL, // format + gl.UNSIGNED_INT_24_8, // type + new Uint32Array([0])); // data + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, texDepthStencil, 0, 0); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, + "attaching a depth_stencil texture to a framebuffer should succeed."); + checkFramebuffer([gl.FRAMEBUFFER_COMPLETE]); + + // Clean up + gl.deleteTexture(tex3d); + gl.deleteTexture(texDepthStencil); + gl.deleteTexture(tex2d); + gl.deleteFramebuffer(fb); + gl.deleteFramebuffer(fbDepthStencil); +} + +description("This tests framebufferTextureLayer."); + +shouldBeNonNull("gl = wtu.create3DContext(undefined, undefined, 2)"); + +testFramebufferTextureLayer(); + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |