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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/stencil-renderbuffer-initialization.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/stencil-renderbuffer-initialization.html
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@@ -0,0 +1,132 @@
+<!--
+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">
+<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="testbed" width="40" height="40" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+description('Verify stencil renderbuffers are initialized to 0 before being read in WebGL');
+
+var gl = wtu.create3DContext("testbed");
+
+if (!gl) {
+ testFailed('canvas.getContext() failed');
+} else {
+ // Set the clear color to green. It should never show up.
+ gl.clearColor(0, 1, 0, 1);
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.STENCIL_TEST);
+
+ let c = gl.canvas;
+ for (let i = 0; i < 2; ++i) {
+ runTest(gl, {alloc1: {w: c.width, h: c.height}, alloc2: null});
+ runTest(gl, {alloc1: null, alloc2: {w: c.width, h: c.height}});
+ // Tests for initially allocating at the wrong size.
+ runTest(gl, {alloc1: {w: 5, h: 5}, alloc2: {w: c.width, h: c.height}});
+ }
+
+ // Testing buffer clearing won't change the clear values.
+ var clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
+ shouldBe("clearColor", "[0, 1, 0, 1]");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
+}
+
+function runTest(gl, params) {
+ debug("Test for stencil buffer: " + JSON.stringify(params));
+ let final = params.alloc2 ? params.alloc2 : params.alloc1;
+ gl.viewport(0, 0, final.w, final.h);
+ wtu.checkCanvasRect(gl, 0, 0, final.w, final.h,
+ [0, 0, 0, 0],
+ "internal buffers have been initialized to 0");
+
+ gl.disable(gl.STENCIL_TEST);
+
+ // fill the back buffer so we know that reading below happens from
+ // the renderbuffer.
+ gl.clearStencil(2);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
+
+ // Set up (color+stencil) test buffer.
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ var buffer = gl.createRenderbuffer();
+ var stencilBuffer = gl.createRenderbuffer();
+
+ if (params.alloc1) {
+ gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
+ allocStorage(gl.RGBA4, params.alloc1.w, params.alloc1.h);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
+ allocStorage(gl.STENCIL_INDEX8, params.alloc1.w, params.alloc1.h);
+ }
+ gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, buffer);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencilBuffer);
+ if (params.alloc2) {
+ if (params.alloc1) {
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Skip: framebuffer is allowed to be incomplete.");
+ return;
+ }
+ // Clear the FBO in order to make sure framebufferRenderbuffer is
+ // committed.
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
+ }
+ gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
+ allocStorage(gl.RGBA4, params.alloc2.w, params.alloc2.h);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
+ allocStorage(gl.STENCIL_INDEX8, params.alloc2.w, params.alloc2.h);
+ }
+
+ function allocStorage(format, width, height) {
+ gl.renderbufferStorage(gl.RENDERBUFFER, format, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "should be no error after renderbufferStorage.");
+ }
+
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Skip: framebuffer is allowed to be incomplete.");
+ return;
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
+
+ // fbo depth should now be the default value of 0.
+
+ // Draw a blue quad (stencil = 1) (should pass the stencil test: 1 > 0)
+ gl.stencilFunc(gl.GREATER, 1, 0xffffffff);
+ gl.enable(gl.STENCIL_TEST);
+ wtu.setupColorQuad(gl);
+ wtu.setFloatDrawColor(gl, [0, 0, 1, 1]);
+ wtu.drawUnitQuad(gl);
+ wtu.checkCanvasRect(gl, 0, 0, final.w, final.h,
+ [0, 0, 255, 255]);
+
+ gl.deleteFramebuffer(fbo);
+ gl.deleteRenderbuffer(buffer);
+
+ gl.canvas.width += 1;
+ gl.canvas.height += 1;
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no errors');
+ debug('');
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>