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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 clearColor with pure 0/1</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>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<script>
+"use strict";
+// This test verifies a Mac Intel HD 6000/6100 driver bug. See crbug.com/710443.
+var wtu = WebGLTestUtils;
+var gl = wtu.create3DContext("canvas");
+
+function InitializeRGBAData(width, height)
+{
+ var size = 4 * width * height;
+ var data = new Uint8Array(size);
+ for (var i = 0; i < size; i++) {
+ data[i] = 128;
+ }
+ return data;
+}
+
+function testFramebufferTextureClearWithPureZeroOrOne(clearColor, expectedColor) {
+ var width = 32;
+ var height = 32;
+ var texture0 = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture0);
+ // It seems that if we add texParameteri here, all cases can pass no matter
+ // you use texParameteri or not in Line 85.
+ // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ var texData = InitializeRGBAData(width, height);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, texData);
+
+ var fbo0 = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo0);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture0, 0);
+ gl.viewport(0, 0, width, height);
+ gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ var texture1 = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture1);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ var fbo1 = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo1);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
+
+ wtu.setupTexturedQuad(gl);
+
+ gl.bindTexture(gl.TEXTURE_2D, texture0);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo1);
+ gl.viewport(0, 0, width, height);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, expectedColor);
+
+ gl.deleteTexture(texture0);
+ gl.deleteFramebuffer(fbo0);
+ gl.deleteTexture(texture1);
+ gl.deleteFramebuffer(fbo1);
+}
+
+description("Test that if clear fbo texture color with pure 0/1 and sample this texture to draw to another fbo, the final render color should be consistent with the clear color.");
+
+for(var index = 0; index < 16; index++)
+{
+ var r = (index & 8) / 8;
+ var g = (index & 4) / 4;
+ var b = (index & 2) / 2;
+ var a = index & 1;
+ var clearColor = [r, g, b, a];
+ var expectedColor = [r * 255, g * 255, b * 255, a * 255];
+ testFramebufferTextureClearWithPureZeroOrOne(clearColor, expectedColor);
+}
+
+debug("");
+var successfullyParsed = true;
+
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>