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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 BlitFramebuffer Tests</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="8" height="8"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description("This test verifies the functionality of blitFramebuffer for some corner cases.");
+
+var width = 8;
+var height = 8;
+
+var gl = wtu.create3DContext("example", undefined, 2);
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+ blit_framebuffer_repeated();
+ blit_framebuffer_feedback_loop();
+ blit_framebuffer_multisampling_srgb();
+}
+
+function blit_framebuffer_repeated() {
+ debug("");
+ debug("This test verifies repeated calls to blitFramebuffer.");
+
+ // Create offscreen fbo and its color attachment.
+ var tex_2d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex_2d);
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, width, height);
+ 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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+
+ var fb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0);
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+
+ var prog = wtu.setupColorQuad(gl, 0);
+ wtu.setFloatDrawColor(gl, [ 1.0, 0.0, 0.0, 1.0 ]);
+ wtu.drawUnitQuad(gl);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ wtu.checkCanvas(gl, [ 255, 0, 0, 255 ], "should be red at first");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ wtu.setFloatDrawColor(gl, [ 0.0, 1.0, 0.0, 1.0 ]);
+ wtu.drawUnitQuad(gl);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ wtu.checkCanvas(gl, [ 0, 255, 0, 255 ], "should be green");
+}
+
+function blit_framebuffer_feedback_loop() {
+
+ debug("");
+ debug("This test checks whether the src resource and dst resource have identical images.");
+ // Create read fbo and its color attachment.
+ var tex_2d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex_2d);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.generateMipmap(gl.TEXTURE_2D);
+
+ var fb0 = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0);
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+
+ // Create draw fbo and its color attachment.
+ var rb0 = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb0);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, width, height);
+
+ var fb1 = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+
+ // Blit framebuffer, all conditions are OK.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed.");
+
+ // Blit framebuffer, the src buffer and the dst buffer should not be identical.
+ // Exactly the same read/draw fbo
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb0);
+ gl.blitFramebuffer(0, 0, 2, 2, 4, 4, 6, 6, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw buffer are identical.");
+
+ // Exactly the same read/draw framebuffer: default framebuffer
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.blitFramebuffer(0, 0, 2, 2, 4, 4, 6, 6, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw buffer are identical.");
+
+ // The same image with the same level bound to read/draw buffer.
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 0);
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE ||
+ gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 4, 4, 6, 6, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw color buffer are identical.");
+
+ // The same image in read/draw buffer, but different levels are bound to read/draw buffer respectively.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_2d, 1);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed if read/draw buffer has the same image with different levels.");
+
+ // The same cube_map image in read/draw buffer, but different faces are bound to read/draw buffer respectively.
+ var tex_cube_map = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex_cube_map);
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, tex_cube_map, 0);
+ if ((gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) ||
+ (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed if read/draw buffer has the same CUBE_MAP image with different faces.");
+
+ // The same 3D/2D_ARRAY image in read/draw buffer, but different layers are bound to read/draw buffer respectively.
+ var tex_2d_array = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, tex_2d_array);
+ var depth = 2;
+ gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.RGBA8, width, height, depth, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ var level = 0, layer = 0;
+ gl.framebufferTextureLayer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_2d_array, level, layer);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ layer = 1;
+ gl.framebufferTextureLayer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_2d_array, level, layer);
+ if ((gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) ||
+ (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed if read/draw buffer has the same 3D/2D_ARRAY image with different layers.");
+
+ // The same image are bound as depth buffer in both read framebuffer and draw framebuffer
+ var rb1 = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb1);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, width, height);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0);
+ gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb1);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, tex_cube_map, 0);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb1);
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE ||
+ gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ // But the mask doesn't have depth buffer bit.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed.");
+
+ // The mask has depth buffer bit.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw framebuffer have identical depth buffer attachment.");
+
+ // The same image are bound as stencil buffer in both read framebuffer and draw framebuffer
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb1);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb1);
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE ||
+ gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ // But the mask doesn't have stencil buffer bit.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed.");
+
+ // The mask has stencil buffer bit.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw framebuffer have identical stencil buffer attachment.");
+
+ // The same image are bound as color buffer in both read framebuffer and draw framebuffer
+ var rb2 = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb2);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, width, height);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0);
+ gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
+ gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb2);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, tex_cube_map, 0);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_CUBE_MAP_POSITIVE_X, tex_cube_map, 0);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb1);
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE ||
+ gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ // But the mask doesn't have color buffer bit.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed.");
+
+ // The mask has color buffer bit, but the same image is not specified as draw buffer.
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer should succeed.");
+
+ // The mask has color buffer bit, the same image is specified as both read buffer and draw buffer.
+ gl.drawBuffers([gl.COLOR_ATTACHENT0, gl.COLOR_ATTACHMENT1]);
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer should generate INVALID_OPERATION if read/draw buffers have identical color buffer attachment.");
+
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
+ gl.bindTexture(gl.TEXTURE_2D_ARRAY, null);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, null);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.deleteTexture(tex_2d);
+ gl.deleteTexture(tex_cube_map);
+ gl.deleteTexture(tex_2d_array);
+ gl.deleteRenderbuffer(rb0);
+ gl.deleteRenderbuffer(rb1);
+ gl.deleteRenderbuffer(rb2);
+ gl.deleteFramebuffer(fb0);
+ gl.deleteFramebuffer(fb1);
+};
+
+function blit_framebuffer_multisampling_srgb() {
+
+ debug("");
+ debug("This test vefify the functionality of blitframebuffer from or to a multisampled srgb image.");
+
+ // Read buffer can have multisampled srgb image, but draw buffers can not.
+ var rb0 = gl.createRenderbuffer();
+ var fb0 = gl.createFramebuffer();
+ var rb1 = gl.createRenderbuffer();
+ var fb1 = gl.createFramebuffer();
+ var samples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.SRGB8_ALPHA8, gl.SAMPLES);
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb0);
+ gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.SRGB8_ALPHA8, width, height);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fb0);
+ gl.framebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0);
+
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb1);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.SRGB8_ALPHA8, width, height);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb1);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE ||
+ gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "blitFramebuffer from multisampled srgb image should succeed.");
+
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb1);
+ gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples[0], gl.SRGB8_ALPHA8, width, height);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb1);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer to a multisampled srgb image should generate INVALID_OPERATION.");
+
+ // BlitFramebuffer from a multisampled srgb image, the src region and the dst region must be exactly the same.
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb1);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.SRGB8_ALPHA8, width, height);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferRenderbuffer(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb1);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 2, 2, 4, 4, gl.COLOR_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer from a multisampled srgb image, the src region and the dst region must be exactly the same.");
+
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 4, 4, gl.COLOR_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer from a multisampled srgb image, the src region and the dst region must be exactly the same.");
+
+ // BlitFramebuffer from a multisampled srgb image, the format/type must be exactly the same. So blit from a multisampled srgb image to a linear image is invalid.
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fb1);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+ gl.blitFramebuffer(0, 0, 2, 2, 0, 0, 2, 2, gl.COLOR_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "blitFramebuffer from a multisampled srgb image, the format/type must be exactly the same.");
+
+ gl.bindRenderbuffer(gl.RENDERBUFFER, null);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+ gl.deleteRenderbuffer(rb0);
+ gl.deleteRenderbuffer(rb1);
+ gl.deleteTexture(tex);
+ gl.deleteFramebuffer(fb0);
+ gl.deleteFramebuffer(fb1);
+}
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>