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+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-dirty-state-bug.html
@@ -0,0 +1,111 @@
+<!--
+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 Draw Buffers Dirty State Bug Conformance 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>
+<div id="description"></div>
+<canvas id="canvas" width="64" height="64"> </canvas>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+in vec4 a_position;
+void main() {
+ gl_Position = a_position;
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+
+out vec4 my_FragColor;
+void main() {
+ my_FragColor = vec4(1, 0, 0, 1);
+}
+</script>
+<script>
+"use strict";
+description("This test verifies a bug in draw buffers dirty state management in Chrome (crbug.com/678153).");
+
+debug("");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+var gl = wtu.create3DContext(canvas, null, 2);
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ runTest();
+
+ debug("");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+function runTest() {
+ debug("");
+
+ var program = wtu.setupProgram(gl, ["vshader", "fshader"], ["a_position"]);
+ wtu.setupUnitQuad(gl);
+
+ var width = 2, height = 2;
+
+ var colorTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, colorTex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+
+ var depthTex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, depthTex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
+
+ var fb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
+
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setup should cause no GL errors");
+
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clear and draw should cause no GL errors");
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [255, 0, 0, 255], "should be red");
+
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTex, 0);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0);
+
+ wtu.clearAndDrawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clear and draw should cause no GL errors");
+
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0);
+
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [255, 0, 0, 255], "should be red");
+
+ gl.clearColor(0.0, 1.0, 0.0, 1.0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ // Previously in Chrome, switching around the attachments on a framebuffer
+ // affected a DrawBuffers cache that was maintained properly during draw
+ // calls, but not clears.
+ wtu.checkCanvasRect(gl, 0, 0, width, height, [0, 255, 0, 255], "should be green");
+
+ gl.deleteProgram(program);
+ gl.deleteFramebuffer(fb);
+ gl.deleteTexture(colorTex);
+ gl.deleteTexture(depthTex);
+}
+
+debug("");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>