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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: Check that state is not lost by compositing</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="testbed" width="16" height="16" style="width:50px; height:50px"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+description();
+var wtu = WebGLTestUtils;
+
+function runTest()
+{
+ var gl = wtu.create3DContext('testbed', { antialias: false });
+ if (!gl) {
+ testFailed('could not create context');
+ return;
+ }
+
+ var program = wtu.setupTexturedQuad(gl);
+ var tex = gl.createTexture();
+ var fb = gl.createFramebuffer();
+
+ var step1 = function() {
+ wtu.fillTexture(gl, tex, 1, 1, [0, 255, 0, 255]);
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "drawing with texture should be green");
+ };
+
+ var step2 = function() {
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "drawing with texture after composite without rebinding should be green");
+
+ // Clear background to red
+ gl.clearColor(1, 0, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ // Bind framebuffer with green texture.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "reading from fbo with attached texture should be green");
+ };
+
+ var step3 = function() {
+ // Should still have fb bound and reading should be green
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "reading from fbo after composite without rebinding should be green");
+ };
+
+ var steps = [
+ step1,
+ step2,
+ step3,
+ ];
+
+ var stepIndex = 0;
+ var runNextStep = function() {
+ steps[stepIndex++]();
+ if (stepIndex == steps.length) {
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+ finishTest();
+ return;
+ }
+ wtu.waitForComposite(runNextStep);
+ };
+ runNextStep();
+}
+
+runTest();
+var successfullyParsed = true;
+</script>
+</body>
+</html>
+