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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 WEBGL_draw_buffers 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/webgl-draw-buffers-utils.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<canvas id="canvas" width="64" height="64"> </canvas>
+<div id="console"></div>
+<script id="fshaderRedWithReturn" type="x-shader/x-fragment">
+#extension GL_EXT_draw_buffers : require
+precision mediump float;
+uniform float u_zero;
+void main() {
+ gl_FragColor = vec4(1,0,0,1);
+ if (u_zero < 1.0) {
+ return;
+ }
+ gl_FragColor = vec4(0,0,1,1);
+}
+</script>
+<script id="fshaderWithDiscard" type="x-shader/x-fragment">
+#extension GL_EXT_draw_buffers : require
+precision mediump float;
+uniform float u_zero;
+void main() {
+ gl_FragColor = vec4(1,0,0,1);
+ if (u_zero < 1.0) {
+ discard;
+ }
+ gl_FragColor = vec4(0,0,1,1);
+}
+</script>
+<script>
+"use strict";
+description("This test verifies gl_FragColor being broadcasted when using WEBGL_draw_buffers extension, if it is available.");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+var ext = null;
+var drawBuffersUtils;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ // Query the extension and store globally so shouldBe can access it
+ ext = gl.getExtension("WEBGL_draw_buffers");
+ if (!ext) {
+ testPassed("No WEBGL_draw_buffers support -- this is legal");
+ } else {
+ testPassed("Successfully enabled WEBGL_draw_buffers extension");
+ drawBuffersUtils = WebGLDrawBuffersUtils(gl, ext);
+ runDrawTests();
+ }
+}
+
+function runDrawTests() {
+ debug("");
+ var fb = gl.createFramebuffer();
+
+ var maxUsable = drawBuffersUtils.getMaxUsableColorAttachments();
+ var bufs = drawBuffersUtils.makeColorAttachmentArray(maxUsable);
+
+ var width = 64;
+ var height = 64;
+ var attachments = [];
+ for (var ii = 0; ii < maxUsable; ++ii) {
+ 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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ 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.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + ii, gl.TEXTURE_2D, tex, 0);
+ attachments.push({
+ texture: tex
+ });
+ }
+
+ debug("test that gl_FragColor broadcasts if extension is enabled in fragment shader and fragment shader main returns in the middle");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ ext.drawBuffersWEBGL(bufs);
+ var redProgramWithReturn = wtu.setupProgram(gl, [wtu.simpleVertexShader, "fshaderRedWithReturn"], ["vPosition"], undefined, true);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+ gl.clearColor(0, 0, 0, 0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.useProgram(redProgramWithReturn);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw");
+
+ drawBuffersUtils.checkAttachmentsForColor(attachments, [255, 0, 0, 255]);
+
+ debug("test that none of the attachments are written in case the fragment shader discards");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ ext.drawBuffersWEBGL(bufs);
+ var programWithDiscard = wtu.setupProgram(gl, [wtu.simpleVertexShader, "fshaderWithDiscard"], ["vPosition"], undefined, true);
+ gl.clearColor(0, 0, 0, 0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.useProgram(programWithDiscard);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw");
+
+ drawBuffersUtils.checkAttachmentsForColor(attachments, [0, 0, 0, 0]);
+
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.deleteFramebuffer(fb);
+ attachments.forEach(function(attachment) {
+ gl.deleteTexture(attachment.texture);
+ });
+ gl.deleteProgram(redProgramWithReturn);
+ gl.deleteProgram(programWithDiscard);
+}
+
+var successfullyParsed = true;
+
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>