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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 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>
+