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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-state-restoration.html | 112 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-state-restoration.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-state-restoration.html new file mode 100644 index 0000000000..f05a1172c2 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-state-restoration.html @@ -0,0 +1,112 @@ +<!-- +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 Framebuffer state restoration 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> +<canvas id="example" width="50" height="50"> +</canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +var wtu = WebGLTestUtils; +description(); + +function test() { + var gl = wtu.create3DContext("example", {preserveDrawingBuffer: true}); + if (!gl) { + testFailed("context does not exist"); + finishTest(); + return; + } + var program = wtu.setupColorQuad(gl); + var colorLoc = gl.getUniformLocation(program, "u_color"); + gl.enable(gl.DEPTH_TEST); + gl.depthFunc(gl.LESS); + + var testDrawToBackBuffer = function(label) { + debug(""); + debug("drawing to backbuffer " + label); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + // Draw in green + gl.uniform4fv(colorLoc, [0, 1, 0, 1]); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); + // Draw in red, should not draw because of depth test. + gl.uniform4fv(colorLoc, [1, 0, 0, 1]); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should still be green"); + } + + var testDrawToFBO = function(label ) { + debug(""); + debug("drawing to framebuffer " + label); + // Draw in green + gl.uniform4fv(colorLoc, [0, 1, 0, 1]); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green"); + // Draw in red as there is not depth buffer. + gl.uniform4fv(colorLoc, [1, 0, 0, 1]); + gl.drawArrays(gl.TRIANGLES, 0, 6); + wtu.checkCanvas(gl, [255, 0, 0, 255], "should be red"); + } + + testDrawToBackBuffer("start"); + + var fbo = gl.createFramebuffer(); + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 50, 50, 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, fbo); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) { + finishTest(); + return; + } + + wtu.checkCanvas(gl, [0, 0, 0, 0], "should be zero"); + testDrawToFBO("start"); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + testDrawToBackBuffer("after drawing to framebuffer"); + + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + testDrawToFBO("after drawing to backbuffer"); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + wtu.waitForComposite(function() { + testDrawToBackBuffer("after composite"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); + testDrawToFBO("after drawing to backbuffer after composite"); + wtu.waitForComposite(function() { + testDrawToFBO("after composite"); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + testDrawToBackBuffer("after drawing to framebuffer after composite"); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors"); + finishTest(); + }); + }); +} +test(); + +var successfullyParsed = true; +</script> +</body> +</html> + |