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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/fs-color-type-mismatch-color-buffer-type.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/fs-color-type-mismatch-color-buffer-type.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html new file mode 100644 index 0000000000..36f5f50a72 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html @@ -0,0 +1,169 @@ +<!-- +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>The Color Types of Fragment Shader's Outputs Should Match The Data Types of Color Buffers</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 id="vshader" type="x-shader/x-vertex">#version 300 es +in highp vec4 aPosition; +void main() { + gl_Position = aPosition; +} +</script> + +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 oColor; +void main() { + oColor = vec4(1.0, 0.0, 0.0, 0.0); +} +</script> + +<script id="fshaderMRT" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 oColor[2]; +void main() { + oColor[0] = vec4(1.0, 0.0, 0.0, 0.0); +} +</script> + +<script id="fshaderRealMRT" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 oColor[2]; +void main() { + oColor[0] = vec4(1.0, 0.0, 0.0, 0.0); + oColor[1] = vec4(0.0, 1.0, 0.0, 0.0); +} +</script> + +<script> +"use strict"; + +var wtu = WebGLTestUtils; +description("This test verifies that the color types of fragment shader's outputs should match color buffers' types."); + +var gl = wtu.create3DContext("example", undefined, 2); + +var width = 8; +var height = 8; +var tex0; +var tex1; +var rb0; +var rb1; +var fbo = gl.createFramebuffer(); +var program0; +var program1; +var program2; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + init(); + + // COLOR_ATTACHMENT0 is fixed-point data, which can be converted to float. + // COLOR_ATTACHMENT1 is integer data. The fragment outputs are all float. + allocate_textures(); + check_type_match(); + allocate_renderbuffers(); + check_type_match(); +} + +function check_type_match() { + gl.useProgram(program0); + rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); + rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); + + gl.useProgram(program1); + rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); + rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); + + gl.useProgram(program2); + rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR); + rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION); +} + +function init() { + program0 = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition'], [0]); + program1 = wtu.setupProgram(gl, ['vshader', 'fshaderMRT'], ['aPosition'], [0]); + program2 = wtu.setupProgram(gl, ['vshader', 'fshaderRealMRT'], ['aPosition'], [0]); + if (!program0 || !program1 || !program2) { + testFailed("Failed to set up program"); + return; + } + testPassed("Succeed to set up program"); + + wtu.setupUnitQuad(gl, 0, 1); + gl.viewport(0, 0, width, height); +} + +function allocate_textures() { + tex0 = gl.createTexture(); + tex1 = gl.createTexture(); + wtu.fillTexture(gl, tex0, width, height, [0xff, 0x0, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA); + wtu.fillTexture(gl, tex1, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, gl.RGBA8UI); + + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0); +} + +function allocate_renderbuffers() { + rb0 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb0); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, width, height); + rb1 = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb1); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8UI, width, height); + + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, rb1); +} + +function rendering(draw_buffers, error) { + gl.drawBuffers(draw_buffers); + + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + testFailed("Framebuffer incomplete."); + return; + } + + wtu.drawUnitQuad(gl); + wtu.glErrorShouldBe(gl, error, "If color buffers' type mismatch the type of fragment shader's outputs, geneate INVALID_OPERATION. Otherwise, it should be NO_ERROR"); +} + +gl.bindTexture(gl.TEXTURE_2D, null); +gl.bindRenderbuffer(gl.RENDERBUFFER, null); +gl.bindFramebuffer(gl.FRAMEBUFFER, null); +gl.useProgram(null); +gl.deleteTexture(tex0); +gl.deleteTexture(tex1); +gl.deleteRenderbuffer(rb0); +gl.deleteRenderbuffer(rb1); +gl.deleteFramebuffer(fbo); +gl.deleteProgram(program0); +gl.deleteProgram(program1); +gl.deleteProgram(program2); + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |