summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers
diff options
context:
space:
mode:
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers')
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/00_test_list.txt8
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html132
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html104
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html678
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-state-restoration.html112
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-test.html176
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/renderbuffer-initialization.html99
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/stencil-renderbuffer-initialization.html132
8 files changed, 1441 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/00_test_list.txt b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/00_test_list.txt
new file mode 100644
index 0000000000..af2c30e473
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/00_test_list.txt
@@ -0,0 +1,8 @@
+--min-version 1.0.3 feedback-loop.html
+--max-version 1.9.9 framebuffer-object-attachment.html
+--min-version 1.0.2 framebuffer-state-restoration.html
+--max-version 1.9.9 framebuffer-test.html
+renderbuffer-initialization.html
+--min-version 1.0.4 depth-renderbuffer-initialization.html
+--min-version 1.0.4 stencil-renderbuffer-initialization.html
+
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html
new file mode 100644
index 0000000000..ce3e4b89aa
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/depth-renderbuffer-initialization.html
@@ -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 depth renderbuffers are initialized to 1.0 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 depth 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.DEPTH_TEST);
+
+ // fill the back buffer so we know that reading below happens from
+ // the renderbuffer.
+ gl.clearDepth(0);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ // Set up (color+depth) test buffer.
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ var buffer = gl.createRenderbuffer();
+ var depthBuffer = gl.createRenderbuffer();
+
+ if (params.alloc1) {
+ gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
+ allocStorage(gl.RGBA4, params.alloc1.w, params.alloc1.h);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ allocStorage(gl.DEPTH_COMPONENT16, 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, depthBuffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
+ if (params.alloc2) {
+ if (params.alloc1) {
+ // Clear the FBO in order to make sure framebufferRenderbuffer is
+ // committed.
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Skip: framebuffer is allowed to be incomplete.");
+ return;
+ }
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ }
+ gl.bindRenderbuffer(gl.RENDERBUFFER, buffer);
+ allocStorage(gl.RGBA4, params.alloc2.w, params.alloc2.h);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ allocStorage(gl.DEPTH_COMPONENT16, 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 1.0.
+
+ // Draw a blue quad (at clip z = 0.0, so depth = 0.5) (should pass the depth test: 0.5 < 1.0)
+ gl.depthFunc(gl.LESS);
+ gl.enable(gl.DEPTH_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>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html
new file mode 100644
index 0000000000..e86db74857
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/feedback-loop.html
@@ -0,0 +1,104 @@
+<!--
+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 Rendering Feedback Loop</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="1" height="1" style="width: 40px; height: 40px;"></canvas>
+ <div id="description"></div>
+ <div id="console"></div>
+
+ <script id="vs" type="text/something-not-javascript">
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ varying vec2 v_texCoord;
+ void main() {
+ gl_Position = a_position;
+ v_texCoord = a_texCoord;
+ }
+ </script>
+ <script id="fs" type="text/something-not-javascript">
+ precision mediump float;
+ varying vec2 v_texCoord;
+ uniform sampler2D u_texture;
+ void main() {
+ // Shader swizzles color channels so we can tell if the draw succeeded.
+ gl_FragColor = texture2D(u_texture, v_texCoord).gbra;
+ }
+ </script>
+ <script>
+ "use strict";
+ description("Checks that rendering feedback loops fail correctly.");
+ var wtu = WebGLTestUtils;
+ var gl = wtu.create3DContext("example");
+
+ var texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
+ new Uint8Array([255, 0, 0, 255]));
+ 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);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
+
+ var framebuffer = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+
+ assertMsg(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE,
+ "framebuffer should be FRAMEBUFFER_COMPLETE.");
+
+ var program = wtu.setupProgram(gl, ["vs", "fs"], ["a_position", "a_texCoord"]);
+ gl.uniform1i(gl.getUniformLocation(program, "u_texture"), 0);
+ gl.disable(gl.BLEND);
+ gl.disable(gl.DEPTH_TEST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after initWebGL");
+
+ // Drawing with a texture that is also bound to the current framebuffer should fail
+ var bufferObjects = wtu.setupUnitQuad(gl, 0, 1);
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "after draw with invalid feedback loop");
+
+ // Ensure that the texture contents did not change after the previous render
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
+ wtu.checkCanvas(gl, [0, 0, 255, 255], "Should be blue.");
+
+ // Drawing when texture is bound to an inactive uniform should succeed
+ var texture2 = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture2);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
+ new Uint8Array([0, 255, 0, 255]));
+ 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, framebuffer);
+ gl.activeTexture(gl.TEXTURE1);
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after draw where framebuffer texture is bound to inactive texture unit");
+ wtu.checkCanvas(gl, [255, 0, 0, 255], "Should be red.");
+
+ var successfullyParsed = true;
+ </script>
+
+ <script src="../../js/js-test-post.js"></script>
+
+ </body>
+</html>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html
new file mode 100644
index 0000000000..b15e1386c7
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-object-attachment.html
@@ -0,0 +1,678 @@
+<!--
+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>
+<div id="description"></div>
+<div id="console"></div>
+
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var gl;
+var fbo;
+var depthBuffer;
+var stencilBuffer;
+var depthStencilBuffer;
+var colorBuffer;
+var width;
+var height;
+
+var ALLOW_COMPLETE = 0x01;
+var ALLOW_UNSUPPORTED = 0x02;
+var ALLOW_INCOMPLETE_ATTACHMENT = 0x04;
+
+function checkFramebufferForAllowedStatuses(allowedStatuses)
+{
+ // If the framebuffer is in an error state for multiple reasons,
+ // we can't guarantee which one will be reported.
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ var statusAllowed = ((allowedStatuses & ALLOW_COMPLETE) && (status == gl.FRAMEBUFFER_COMPLETE)) ||
+ ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == gl.FRAMEBUFFER_UNSUPPORTED)) ||
+ ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) && (status == gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
+ var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) returned " + status;
+ if (statusAllowed)
+ testPassed(msg);
+ else
+ testFailed(msg);
+}
+
+function checkBufferBits(attachment0, attachment1)
+{
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
+ return;
+
+ var haveDepthBuffer = attachment0 == gl.DEPTH_ATTACHMENT ||
+ attachment0 == gl.DEPTH_STENCIL_ATTACHMENT ||
+ attachment1 == gl.DEPTH_ATTACHMENT ||
+ attachment1 == gl.DEPTH_STENCIL_ATTACHMENT;
+ var haveStencilBuffer = attachment0 == gl.STENCIL_ATTACHMENT ||
+ attachment0 == gl.DEPTH_STENCIL_ATTACHMENT ||
+ attachment1 == gl.STENCIL_ATTACHMENT ||
+ attachment1 == gl.DEPTH_STENCIL_ATTACHMENT;
+
+ shouldBeTrue("gl.getParameter(gl.RED_BITS) + gl.getParameter(gl.GREEN_BITS) + gl.getParameter(gl.BLUE_BITS) + gl.getParameter(gl.ALPHA_BITS) >= 16");
+
+ if (haveDepthBuffer)
+ shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) >= 16");
+ else
+ shouldBeTrue("gl.getParameter(gl.DEPTH_BITS) == 0");
+
+ if (haveStencilBuffer)
+ shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) >= 8");
+ else
+ shouldBeTrue("gl.getParameter(gl.STENCIL_BITS) == 0");
+}
+
+function testAttachment(attachment, buffer, allowedStatuses)
+{
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, buffer);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebufferForAllowedStatuses(allowedStatuses);
+ if ((allowedStatuses & ALLOW_COMPLETE) == 0) {
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(width * height * 4));
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION);
+ }
+ checkBufferBits(attachment);
+ gl.deleteFramebuffer(fbo);
+}
+
+function testAttachments(attachment0, buffer0, attachment1, buffer1, allowedStatuses)
+{
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment0, gl.RENDERBUFFER, buffer0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, buffer1);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebufferForAllowedStatuses(allowedStatuses);
+ checkBufferBits(attachment0, attachment1);
+ gl.deleteFramebuffer(fbo);
+}
+
+function testColorRenderbuffer(internalformat, allowedStatuses)
+{
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, internalformat, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ testAttachment(gl.COLOR_ATTACHMENT0, colorBuffer, allowedStatuses);
+}
+
+function testDepthStencilRenderbuffer(allowedStatuses)
+{
+ shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
+ // renderbuffer will report 2 for its width when queried.
+ if (!(height == 0 && width > 0))
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)", "width");
+ if (!(width == 0 && height > 0))
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)", "height");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)", "gl.DEPTH_STENCIL");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)", "0");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)", "0");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)", "0");
+ shouldBe("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)", "0");
+ // Avoid verifying these for zero-sized renderbuffers for the time
+ // being since it appears that even OpenGL doesn't guarantee them.
+ if (width > 0 && height > 0) {
+ shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) > 0");
+ shouldBeTrue("gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_STENCIL_SIZE) > 0");
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatuses);
+ testDepthStencilDepthStencil();
+}
+
+function testDepthStencilDepthStencil()
+{
+ if (!width || !height) {
+ return;
+ }
+
+ var tests = [
+ { firstFormat: gl.DEPTH_COMPONENT16,
+ firstAttach: gl.DEPTH_ATTACHMENT,
+ secondFormat: gl.DEPTH_STENCIL,
+ secondAttach: gl.DEPTH_STENCIL_ATTACHMENT
+ },
+ { firstFormat: gl.DEPTH_STENCIL,
+ firstAttach: gl.DEPTH_STENCIL_ATTACHMENT,
+ secondFormat: gl.DEPTH_COMPONENT16,
+ secondAttach: gl.DEPTH_ATTACHMENT
+ }
+ ];
+ for (var ii = 0; ii < tests.length; ++ii) {
+ var test = tests[ii];
+ for (var jj = 0; jj < 2; ++jj) {
+ var fbo = gl.createFramebuffer();
+ var tex = gl.createTexture();
+ var firstRb = gl.createRenderbuffer();
+
+ debug("");
+ debug("test: " + wtu.glEnumToString(gl, test.firstFormat) + " vs " + wtu.glEnumToString(gl, test.secondFormat) + " with " + (jj ? "unbind" : "delete"));
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ // attach texture as color
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+
+ // attach first
+ gl.bindRenderbuffer(gl.RENDERBUFFER, firstRb);
+ gl.renderbufferStorage(gl.RENDERBUFFER, test.firstFormat, width, height);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.firstAttach, gl.RENDERBUFFER, firstRb);
+
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+ gl.enable(gl.DEPTH_TEST);
+ var program = wtu.setupColorQuad(gl);
+ // Test it works
+ wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
+ wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]); // should not draw since DEPTH_FUNC == LESS
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
+
+ var secondRb = gl.createRenderbuffer();
+
+ // attach second
+ gl.bindRenderbuffer(gl.RENDERBUFFER, secondRb);
+ gl.renderbufferStorage(gl.RENDERBUFFER, test.secondFormat, width, height);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, secondRb);
+
+ if (jj == 0) {
+ // now delete it
+ debug("test deleting second renderbuffer");
+ gl.deleteRenderbuffer(secondRb);
+ } else {
+ // unbind it
+ debug("test unbinding second renderbuffer");
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, test.secondAttach, gl.RENDERBUFFER, null);
+ }
+
+ // If the first attachment is not restored this may fail
+ shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE');
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ // If the first attachment is not restored this may fail.
+ gl.clear(gl.DEPTH_BUFFER_BIT);
+ wtu.drawUByteColorQuad(gl, [0, 255, 0, 255]);
+ wtu.drawUByteColorQuad(gl, [255, 0, 0, 255]); // should not draw since DEPTH_FUNC == LESS
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
+ gl.disable(gl.DEPTH_TEST);
+
+ if (jj == 1) {
+ gl.deleteRenderbuffer(secondRb);
+ }
+
+ gl.deleteRenderbuffer(secondRb);
+ gl.deleteFramebuffer(fbo);
+ }
+ }
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+description("Test framebuffer object attachment behaviors");
+
+shouldBeNonNull("gl = wtu.create3DContext()");
+
+function testFramebufferRequiredCombinations() {
+ debug("Checking combinations of framebuffer attachments required to be valid");
+
+ // Per discussion with the OpenGL ES working group, the following framebuffer attachment
+ // combinations are required to work in all WebGL implementations:
+ // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
+ // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
+ // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
+
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+
+ var width = 64;
+ var height = 64;
+
+ // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
+ var texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ 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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+ checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
+ checkBufferBits();
+
+ // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
+ var renderbuffer = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
+ checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
+ checkBufferBits(gl.DEPTH_ATTACHMENT);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
+
+ // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
+ checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
+ checkBufferBits(gl.DEPTH_STENCIL_ATTACHMENT);
+
+ // Clean up
+ gl.deleteRenderbuffer(renderbuffer);
+ gl.deleteTexture(texture);
+ gl.deleteFramebuffer(fbo);
+}
+
+testFramebufferRequiredCombinations();
+
+for (width = 0; width <= 2; width += 2)
+{
+ for (height = 0; height <= 2; height += 2)
+ {
+ debug("");
+ debug("Dimensions " + width + " x " + height);
+
+ debug("Create renderbuffers");
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeNonNull("stencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, stencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var allowedStatusForGoodCase
+ = (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
+
+ // some cases involving stencil seem to be implementation-dependent
+ var allowedStatusForImplDependentCase = allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
+
+ debug("Attach depth using DEPTH_ATTACHMENT");
+ testAttachment(gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForGoodCase);
+ debug("Attach depth using STENCIL_ATTACHMENT");
+ testAttachment(gl.STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach depth using DEPTH_STENCIL_ATTACHMENT");
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach stencil using STENCIL_ATTACHMENT");
+ testAttachment(gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForImplDependentCase);
+ debug("Attach stencil using DEPTH_ATTACHMENT");
+ testAttachment(gl.DEPTH_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach stencil using DEPTH_STENCIL_ATTACHMENT");
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, stencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach depthStencil using DEPTH_STENCIL_ATTACHMENT");
+ testAttachment(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForGoodCase);
+ debug("Attach depthStencil using DEPTH_ATTACHMENT");
+ testAttachment(gl.DEPTH_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+ debug("Attach depthStencil using STENCIL_ATTACHMENT");
+ testAttachment(gl.STENCIL_ATTACHMENT, depthStencilBuffer, ALLOW_INCOMPLETE_ATTACHMENT);
+
+ var allowedStatusForConflictedAttachment
+ = (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
+ : ALLOW_UNSUPPORTED;
+
+ debug("Attach depth, then stencil, causing conflict");
+ testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach stencil, then depth, causing conflict");
+ testAttachments(gl.STENCIL_ATTACHMENT, stencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach depth, then depthStencil, causing conflict");
+ testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach depthStencil, then depth, causing conflict");
+ testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach stencil, then depthStencil, causing conflict");
+ testAttachments(gl.DEPTH_ATTACHMENT, depthBuffer, gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, allowedStatusForConflictedAttachment);
+ debug("Attach depthStencil, then stencil, causing conflict");
+ testAttachments(gl.DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer, gl.STENCIL_ATTACHMENT, stencilBuffer, allowedStatusForConflictedAttachment);
+
+ debug("Attach color renderbuffer with internalformat == RGBA4");
+ testColorRenderbuffer(gl.RGBA4, allowedStatusForGoodCase);
+
+ debug("Attach color renderbuffer with internalformat == RGB5_A1");
+ testColorRenderbuffer(gl.RGB5_A1, allowedStatusForGoodCase);
+
+ debug("Attach color renderbuffer with internalformat == RGB565");
+ testColorRenderbuffer(gl.RGB565, allowedStatusForGoodCase);
+
+ debug("Create and attach depthStencil renderbuffer");
+ testDepthStencilRenderbuffer(allowedStatusForGoodCase);
+ }
+}
+
+// Determine if we can attach both color and depth or color and depth_stencil
+var depthFormat;
+var depthAttachment;
+
+function checkValidColorDepthCombination() {
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+
+ return tryDepth(gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) || tryDepth(gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT);
+
+ function tryDepth(try_format, try_attachment) {
+ if (depthAttachment) {
+ // If we've tried once unattach the old one.
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, null);
+ }
+ depthFormat = try_format;
+ depthAttachment = try_attachment;
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ return gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE;
+ }
+}
+
+if (checkValidColorDepthCombination()) {
+ testFramebufferIncompleteDimensions();
+ testFramebufferIncompleteAttachment();
+ testFramebufferIncompleteMissingAttachment();
+ testUsingIncompleteFramebuffer();
+ testReadingFromMissingAttachment();
+ testBindRenderbufferBeforeFramebufferAttach();
+}
+
+function checkFramebuffer(expected) {
+ var actual = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ var msg = "gl.checkFramebufferStatus(gl.FRAMEBUFFER) should be " + wtu.glEnumToString(gl, expected) + " was " + wtu.glEnumToString(gl, actual);
+ if (expected != gl.FRAMEBUFFER_COMPLETE) {
+ msg += " or FRAMEBUFFER_UNSUPPORTED";
+ }
+ if (actual == expected ||
+ (expected != gl.FRAMEBUFFER_COMPLETE &&
+ actual == gl.FRAMBUFFER_UNSUPPORTED)) {
+ testPassed(msg);
+ } else {
+ testFailed(msg);
+ }
+}
+
+function testUsingIncompleteFramebuffer() {
+ debug("");
+ debug("Test drawing or reading from an incomplete framebuffer");
+ var program = wtu.setupTexturedQuad(gl);
+ var tex = gl.createTexture();
+ wtu.fillTexture(gl, tex, 1, 1, [0,255,0,255]);
+
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES 2.0
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ debug("");
+ debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
+ testRenderingAndReading();
+
+ shouldBeNonNull("fbo2 = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+ debug("");
+ debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
+ testRenderingAndReading();
+
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
+ debug("");
+ debug("Drawing or reading from an incomplete framebuffer should generate INVALID_FRAMEBUFFER_OPERATION");
+ testRenderingAndReading();
+
+ function testRenderingAndReading() {
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "drawArrays with incomplete framebuffer");
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "readPixels from incomplete framebuffer");
+ // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
+ // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
+ // the framebuffer is not of a compatible type.
+ gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
+ wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexImage2D from incomplete framebuffer");
+ gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, 1, 1, 0);
+ wtu.glErrorShouldBe(gl, [gl.INVALID_FRAMEBUFFER_OPERATION, gl.INVALID_OPERATION], "copyTexSubImage2D from incomplete framebuffer");
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ wtu.glErrorShouldBe(gl, gl.INVALID_FRAMEBUFFER_OPERATION, "clear with incomplete framebuffer");
+ }
+}
+
+function testFramebufferIncompleteAttachment() {
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ debug("");
+ debug("Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
+
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ debug("");
+ debug("0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 0, 0);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+function testFramebufferIncompleteMissingAttachment() {
+ debug("");
+ debug("No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5)");
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+function testFramebufferIncompleteDimensions() {
+ debug("");
+ debug("Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5)");
+
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ shouldBeNonNull("colorBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, depthAttachment, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 32, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ gl.renderbufferStorage(gl.RENDERBUFFER, depthFormat, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 32);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ return;
+ }
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ checkFramebuffer(gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ checkFramebuffer(gl.FRAMEBUFFER_COMPLETE);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR);
+}
+
+function testReadingFromMissingAttachment() {
+ debug("");
+ debug("Test drawing or reading from a missing framebuffer attachment");
+
+ shouldBeNonNull("fbo = gl.createFramebuffer()");
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+
+ var size = 16;
+
+ // The only scenario we can verify is an attempt to read or copy
+ // from a missing color attachment while the framebuffer is still
+ // complete.
+ shouldBeNonNull("depthBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth renderbuffer setup");
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Unable to allocate a framebuffer with just a depth attachment; this is legal");
+ // Try just a depth/stencil renderbuffer
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
+ shouldBeNonNull("depthStencilBuffer = gl.createRenderbuffer()");
+ gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, size, size);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "After depth+stencil renderbuffer setup");
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ debug("Unable to allocate a framebuffer with just a depth+stencil attachment; this is legal");
+ return;
+ }
+ }
+
+ // The FBO has no color attachment. ReadPixels, CopyTexImage2D,
+ // and CopyTexSubImage2D should all generate INVALID_OPERATION.
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before ReadPixels from missing attachment");
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After ReadPixels from missing attachment");
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexImage2D from missing attachment");
+ gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, size, size, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexImage2D from missing attachment");
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Before CopyTexSubImage2D from missing attachment");
+ gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "After CopyTexSubImage2D from missing attachment");
+}
+
+// [OpenGL ES 2.0.25] Section 4.4.3 page 112
+// [OpenGL ES 3.0.2] Section 4.4.2 page 201
+// 'renderbuffer' must be either zero or the name of an existing renderbuffer object of
+// type 'renderbuffertarget', otherwise an INVALID_OPERATION error is generated.
+function testBindRenderbufferBeforeFramebufferAttach() {
+ debug("");
+ debug("Test calling framebufferRenderbuffer before bindRenderbuffer.");
+
+ let fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+
+ let attachmentTypes = [
+ gl.COLOR_ATTACHMENT0,
+ gl.DEPTH_ATTACHMENT,
+ gl.STENCIL_ATTACHMENT,
+ gl.DEPTH_STENCIL_ATTACHMENT
+ ];
+
+ attachmentTypes.forEach(function(attachmentType) {
+ let strAttachmentType = wtu.glEnumToString(gl, attachmentType);
+ debug("");
+ debug("Testing " + strAttachmentType);
+ let rbo = gl.createRenderbuffer();
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentType, gl.RENDERBUFFER, rbo);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "bindRenderbuffer must be called before attachment to " + strAttachmentType);
+ shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl." + strAttachmentType + ", gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE");
+ gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, attachmentType, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM, "Only OBJECT_TYPE can be queried when no image is attached");
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachmentType, gl.RENDERBUFFER, null);
+ gl.deleteRenderbuffer(rbo);
+ });
+
+ gl.deleteFramebuffer(fbo);
+}
+
+var successfullyParsed = true;
+</script>
+
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>
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>
+
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-test.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-test.html
new file mode 100644
index 0000000000..6bf4878cab
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/framebuffer-test.html
@@ -0,0 +1,176 @@
+<!--
+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 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>
+<script src="../../js/desktop-gl-constants.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<script>
+"use strict";
+description("This tests framebuffer/renderbuffer-related functions");
+
+debug("");
+debug("Canvas.getContext");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas);
+if (!gl) {
+ testFailed("context does not exist");
+} else {
+ testPassed("context exists");
+
+ debug("");
+ debug("Checking framebuffer/renderbuffer stuff.");
+
+ gl.getFramebufferAttachmentParameter(
+ gl.FRAMEBUFFER,
+ gl.COLOR_ATTACHMENT0,
+ gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "calling getFramebufferAttachmentParameter on the default framebuffer should generate INVALID_OPERATION.");
+
+ assertMsg(gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE,
+ "calling checkFramebufferStatus on the default framebuffer should generate FRAMEBUFFER_COMPLETE.");
+
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ 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.texImage2D(gl.TEXTURE_2D,
+ 0, // level
+ gl.RGBA, // internalFormat
+ canvas.width, // width
+ canvas.height, // height
+ 0, // border
+ gl.RGBA, // format
+ gl.UNSIGNED_BYTE, // type
+ null); // data
+ gl.framebufferTexture2D(
+ gl.FRAMEBUFFER,
+ gl.COLOR_ATTACHMENT0,
+ gl.TEXTURE_2D,
+ tex,
+ 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "trying to attach a texture to default framebuffer should generate INVALID_OPERATION.");
+
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER,
+ gl.COLOR_ATTACHMENT0,
+ gl.RENDERBUFFER,
+ null);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "trying to detach default renderbuffer from default framebuffer should generate INVALID_OPERATION.");
+
+ var rb = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, canvas.width, canvas.height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "allocating renderbuffer storage of a newly created renderbuffer should succeed.");
+
+ gl.framebufferRenderbuffer(
+ gl.FRAMEBUFFER,
+ gl.COLOR_ATTACHMENT0,
+ gl.RENDERBUFFER,
+ rb);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
+ "trying to attach a renderbuffer to the default framebuffer should generate INVALID_OPERATION.");
+
+ var fbtex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, fbtex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, canvas.width, canvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ var fb = gl.createFramebuffer();
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "binding a newly created framebuffer should succeed.");
+
+ var target = desktopGL.READ_FRAMEBUFFER
+ gl.getFramebufferAttachmentParameter(
+ target,
+ gl.COLOR_ATTACHMENT0,
+ gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling getFramebufferAttachmentParameter with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
+ assertMsg(gl.checkFramebufferStatus(target) == 0,
+ "calling checkFramebufferStatus with target = READ_FRAMEBUFFER should return 0.");
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling checkFramebufferStatus with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
+ gl.bindFramebuffer(target, gl.createFramebuffer());
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling bindFramebuffer with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
+ assertMsg(fb == gl.getParameter(gl.FRAMEBUFFER_BINDING),
+ "calling bindFramebuffer with target = READ_FRAMEBUFFER should not change FRAMEBUFFER_BINDING.");
+ gl.getFramebufferAttachmentParameter(target, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling getFramebufferAttachmentParameter with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
+ gl.framebufferTexture2D(target, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling framebufferTexImage2D with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
+ gl.framebufferRenderbuffer(target, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling framebufferRenderbuffer with target = READ_FRAMEBUFFER should generate INVALID_ENUM.");
+
+ var attachment = desktopGL.COLOR_ATTACHMENT1
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, fbtex, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling framebufferTexImage2D with attachment = COLOR_ATTACHMENT1 should generate INVALID_ENUM.");
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, rb);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling framebufferRenderbuffer with attachment = COLOR_ATTACHMENT1 should generate INVALID_ENUM.");
+
+ gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER,
+ gl.COLOR_ATTACHMENT0,
+ desktopGL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING);
+ wtu.glErrorShouldBe(gl, gl.INVALID_ENUM,
+ "calling getFramebufferAttachmentParameter with pname = GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING should generate INVALID_ENUM.");
+
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "attaching a texture to a framebuffer should succeed.");
+
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "detaching a texture from a framebuffer should succeed.");
+
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbtex, 1);
+ wtu.glErrorShouldBe(gl, gl.INVALID_VALUE,
+ "calling framebufferTexture2D with non-zero mipmap level should generate INVALID_VALUE.");
+
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "attaching a renderbuffer to a framebuffer should succeed.");
+
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "detaching a renderbuffer from a framebuffer should succeed.");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR,
+ "binding default (null) framebuffer should succeed.");
+}
+
+debug("");
+var successfullyParsed = true;
+
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/renderbuffer-initialization.html b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/renderbuffer-initialization.html
new file mode 100644
index 0000000000..83406552bc
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/renderbuffer-initialization.html
@@ -0,0 +1,99 @@
+<!--
+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="400" height="400" style="width: 40px; height: 40px;"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+description('Verify 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);
+
+ runTest(gl, gl.canvas.width, gl.canvas.height, 0);
+ runTest(gl, gl.canvas.width, gl.canvas.height, 1);
+ runTest(gl, gl.canvas.width, gl.canvas.height, 0);
+ runTest(gl, gl.canvas.width, gl.canvas.height, 1);
+
+ // 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, width, height, order)
+{
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [0,0,0,0],
+ "internal buffers have been initialized to 0");
+
+ // fill the back buffer so we know that reading below happens from
+ // the renderbuffer.
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ var colorbuffer = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, colorbuffer);
+ switch (order) {
+ case 0:
+ allocStorage(width, height);
+ attachBuffer(colorbuffer);
+ break;
+ case 1:
+ attachBuffer(colorbuffer);
+ allocStorage(width, height);
+ break;
+ }
+
+ function allocStorage(width, height) {
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, 'should be no error after renderbufferStorage(internalformat = RGBA4).');
+ }
+
+ function attachBuffer(colorbuffer) {
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorbuffer);
+ }
+
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed('Framebuffer incomplete.');
+ return;
+ }
+
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [0,0,0,0],
+ "user buffers have been initialized to 0");
+
+ gl.deleteFramebuffer(fbo);
+ gl.deleteRenderbuffer(colorbuffer);
+
+ // this clear should not matter we are about to resize
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ gl.canvas.width += 1;
+ gl.canvas.height += 1;
+
+ debug('');
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>
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
new file mode 100644
index 0000000000..46dec1fcbf
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/renderbuffers/stencil-renderbuffer-initialization.html
@@ -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>