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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-sparse-output-locations.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-sparse-output-locations.html | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-sparse-output-locations.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-sparse-output-locations.html new file mode 100644 index 0000000000..4c679df6a2 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/draw-buffers-sparse-output-locations.html @@ -0,0 +1,108 @@ +<!-- +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 Conformance Tests: Verify drawBuffers sparse output locations</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="1" height="1" style="width: 4px; height: 4px;"> </canvas> +<div id="console"></div> + +<script id="vs" type="x-shader/x-vertex">#version 300 es +void main() { + gl_PointSize = 100.0; + gl_Position = vec4(0, 0, 0, 1); +} +</script> + +<script id="fs" type="x-shader/x-fragment">#version 300 es +// fragment shader only outputs to attachments 1 and 3 +precision highp float; +layout(location = 1) out vec4 output1; +layout(location = 3) out vec4 output2; +void main() +{ + output1 = vec4(0.0, 1.0, 0.0, 1.0); + output2 = vec4(0.0, 0.0, 1.0, 1.0); +} + +</script> +<script> +"use strict"; +description("This test verifies sparse output locations of fragment shaders render correctly"); + +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"); + runTests(); +} + +function testAttachment(attachment, expected) { + gl.readBuffer(gl.COLOR_ATTACHMENT0 + attachment); + wtu.checkCanvas(gl, expected, `check COLOR_ATTACHMENT${attachment}`, 1); +} + +function runTests() { + var program = wtu.setupProgram(gl, ["vs", "fs"]); + if (!program) { + testFailed("Set up program failed"); + return; + } + gl.useProgram(program); + + // create a framebuffer with 4 1x1 pixel color attachments + const fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + + for (let i = 0; i < 4; ++i) { + const tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, tex, 0); + } + + // draw only to the 1st and 3rd attachments + gl.drawBuffers([ + gl.NONE, + gl.COLOR_ATTACHMENT1, + gl.NONE, + gl.COLOR_ATTACHMENT3, + ]); + + // draw + gl.drawArrays(gl.POINTS, 0, 1); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from set up"); + + // check we got the correct values + testAttachment(0, [0, 0, 0, 0]); + testAttachment(1, [0, 255, 0, 255]); + testAttachment(2, [0, 0, 0, 0]); + testAttachment(3, [0, 0, 255, 255]); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "No GL error from testing"); +} + +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |