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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>Test if mipmap incomplete textures can be used as FBO attachments, and mipmap generation on a texture filled by an FBO works correctly</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="24" height="24"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description();
+
+var gl = wtu.create3DContext("example");
+
+function testMipmapGeneration() {
+ // setup render target texture //
+ var texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 32, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+
+ // setup framebuffer //
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+
+ // fill the framebuffer //
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.viewport(0, 0, 32, 32);
+ gl.clearColor(1, 0, 1, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+
+ // generate mipmap //
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.generateMipmap(gl.TEXTURE_2D);
+
+ var program = wtu.setupTexturedQuad(gl);
+ gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ // readback //
+ wtu.checkCanvas(gl, [255, 0, 255, 255]);
+}
+
+var testCubemapFaceWithIncompleteMipmapInFBO = function() {
+ // Create a cube map texture that's not mipmap complete.
+ var tex2 = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex2);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
+
+ var cube_map_faces = [
+ gl.TEXTURE_CUBE_MAP_POSITIVE_X,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
+ gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
+ ];
+ for (var i = 0; i < cube_map_faces.length; ++i) {
+ gl.texImage2D(cube_map_faces[i], 0, gl.RGBA, 32, 32, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ }
+
+ var fb2 = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb2);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex2, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors after attaching cube map face.");
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
+
+ var colorProgram = wtu.setupColorQuad(gl);
+ var colorLocation = gl.getUniformLocation(colorProgram, 'u_color');
+ gl.uniform4f(colorLocation, 0.0, 1.0, 0.0, 1.0);
+ gl.viewport(0, 0, 32, 32);
+ wtu.drawUnitQuad(gl);
+ // Read what's in the framebuffer - note that we need to use checkCanvasRect since the
+ // FB dimensions are different from canvas dimensions.
+ wtu.checkCanvasRect(gl, 0, 0, 32, 32, [0, 255, 0, 255],
+ "Framebuffer with a non-mipmap complete cube map attachment should be green");
+}
+
+testMipmapGeneration();
+debug("");
+testCubemapFaceWithIncompleteMipmapInFBO();
+
+var successfullyParsed = true;
+</script>
+<script src="../../../js/js-test-post.js"></script>
+
+</body>
+</html>
+