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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/rendering/blitframebuffer-test.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/rendering/blitframebuffer-test.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/blitframebuffer-test.html | 361 |
1 files changed, 361 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/blitframebuffer-test.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/blitframebuffer-test.html new file mode 100644 index 0000000000..c470b02e4e --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/blitframebuffer-test.html @@ -0,0 +1,361 @@ +<!-- +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 BlitFramebuffer 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> +</head> +<body> +<canvas id="example" width="8" height="8"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; + +var wtu = WebGLTestUtils; +description("This test verifies the functionality of blitFramebuffer for some corner cases."); + +var width = 8; +var height = 8; + +var gl = wtu.create3DContext("example", undefined, 2); +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + blit_framebuffer_repeated(); + blit_framebuffer_feedback_loop(); + blit_framebuffer_multisampling_srgb(); +} + +function blit_framebuffer_repeated() { + debug(""); + debug("This test verifies repeated calls to blitFramebuffer."); + + // Create offscreen fbo and its color attachment. + var tex_2d = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex_2d); + gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, width, height); + 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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + + var prog = wtu.setupColorQuad(gl, 0); + wtu.setFloatDrawColor(gl, [ 1.0, 0.0, 0.0, 1.0 ]); + wtu.drawUnitQuad(gl); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + wtu.checkCanvas(gl, [ 255, 0, 0, 255 ], "should be red at first"); + + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + wtu.setFloatDrawColor(gl, [ 0.0, 1.0, 0.0, 1.0 ]); + wtu.drawUnitQuad(gl); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + wtu.checkCanvas(gl, [ 0, 255, 0, 255 ], "should be green"); +} + +function blit_framebuffer_feedback_loop() { + + debug(""); + debug("This test checks whether the src resource and dst resource have identical images."); + // Create read fbo and its color attachment. + var tex_2d = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex_2d); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.generateMipmap(gl.TEXTURE_2D); + + var fb0 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0); + if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + + // Create draw fbo and its color attachment. + var rb0 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb0); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, width, height); + + var fb1 = gl.createFramebuffer(); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0); + if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + + // Blit framebuffer, all conditions are OK. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed."); + + // Blit framebuffer, the src buffer and the dst buffer should not be identical. + // Exactly the same read/draw fbo + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb0); + gl.blitFramebuffer(0, 0, 2, 2, 4, 4, 6, 6, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw buffer are identical."); + + // Exactly the same read/draw framebuffer: default framebuffer + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + gl.blitFramebuffer(0, 0, 2, 2, 4, 4, 6, 6, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw buffer are identical."); + + // The same image with the same level bound to read/draw buffer. + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0); + if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE || + gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 4, 4, 6, 6, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw color buffer are identical."); + + // The same image in read/draw buffer, but different levels are bound to read/draw buffer respectively. + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 1); + if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed if read/draw buffer has the same image with different levels."); + + // The same cube_map image in read/draw buffer, but different faces are bound to read/draw buffer respectively. + var tex_cube_map = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex_cube_map); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, tex_cube_map, 0); + if ((gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) || + (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed if read/draw buffer has the same CUBE_MAP image with different faces."); + + // The same 3D/2D_ARRAY image in read/draw buffer, but different layers are bound to read/draw buffer respectively. + var tex_2d_array = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D_ARRAY, tex_2d_array); + var depth = 2; + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.RGBA8, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + var level = 0, layer = 0; + gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_2d_array, level, layer); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + layer = 1; + gl.framebufferTextureLayer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_2d_array, level, layer); + if ((gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) || + (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed if read/draw buffer has the same 3D/2D_ARRAY image with different layers."); + + // The same image are bound as depth buffer in both read framebuffer and draw framebuffer + var rb1 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, width, height); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0); + gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb1); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, tex_cube_map, 0); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb1); + if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE || + gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + // But the mask doesn't have depth buffer bit. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed."); + + // The mask has depth buffer bit. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw framebuffer have identical depth buffer attachment."); + + // The same image are bound as stencil buffer in both read framebuffer and draw framebuffer + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb1); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb1); + if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE || + gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + // But the mask doesn't have stencil buffer bit. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed."); + + // The mask has stencil buffer bit. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw framebuffer have identical stencil buffer attachment."); + + // The same image are bound as color buffer in both read framebuffer and draw framebuffer + var rb2 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb2); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, width, height); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0); + gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null); + gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb2); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, tex_cube_map, 0); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb1); + if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE || + gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + // But the mask doesn't have color buffer bit. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.DEPTH_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed."); + + // The mask has color buffer bit, but the same image is not specified as draw buffer. + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed."); + + // The mask has color buffer bit, the same image is specified as both read buffer and draw buffer. + gl.drawBuffers([gl.COLOR_ATTACHENT0, gl.COLOR_ATTACHMENT1]); + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw buffers have identical color buffer attachment."); + + gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); + gl.bindTexture(gl.TEXTURE_2D_ARRAY, null); + gl.bindRenderbuffer(gl.RENDERBUFFER, null); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + gl.deleteTexture(tex_2d); + gl.deleteTexture(tex_cube_map); + gl.deleteTexture(tex_2d_array); + gl.deleteRenderbuffer(rb0); + gl.deleteRenderbuffer(rb1); + gl.deleteRenderbuffer(rb2); + gl.deleteFramebuffer(fb0); + gl.deleteFramebuffer(fb1); +}; + +function blit_framebuffer_multisampling_srgb() { + + debug(""); + debug("This test vefify the functionality of blitframebuffer from or to a multisampled srgb image."); + + // Read buffer can have multisampled srgb image, but draw buffers can not. + var rb0 = gl.createRenderbuffer(); + var fb0 = gl.createFramebuffer(); + var rb1 = gl.createRenderbuffer(); + var fb1 = gl.createFramebuffer(); + var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.SRGB8_ALPHA8, gl.SAMPLES); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb0); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.SRGB8_ALPHA8, width, height); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0); + gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0); + + gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.SRGB8_ALPHA8, width, height); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb1); + if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE || + gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.LINEAR); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer from multisampled srgb image should succeed."); + + gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.SRGB8_ALPHA8, width, height); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb1); + if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.LINEAR); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer to a multisampled srgb image should generate INVALID_OPERATION."); + + // BlitFramebuffer from a multisampled srgb image, the src region and the dst region must be exactly the same. + gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.SRGB8_ALPHA8, width, height); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb1); + if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 2, 2, 4, 4, gl.COLOR_BUFFER_BIT, gl.LINEAR); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer from a multisampled srgb image, the src region and the dst region must be exactly the same."); + + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 4, 4, gl.COLOR_BUFFER_BIT, gl.LINEAR); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer from a multisampled srgb image, the src region and the dst region must be exactly the same."); + + // BlitFramebuffer from a multisampled srgb image, the format/type must be exactly the same. So blit from a multisampled srgb image to a linear image is invalid. + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1); + gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.LINEAR); + wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer from a multisampled srgb image, the format/type must be exactly the same."); + + gl.bindRenderbuffer(gl.RENDERBUFFER, null); + gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + gl.deleteRenderbuffer(rb0); + gl.deleteRenderbuffer(rb1); + gl.deleteTexture(tex); + gl.deleteFramebuffer(fb0); + gl.deleteFramebuffer(fb1); +} + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |