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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-mismatched-attachment-targets.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-mismatched-attachment-targets.html | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-mismatched-attachment-targets.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-mismatched-attachment-targets.html new file mode 100644 index 0000000000..a8a28d6444 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-mismatched-attachment-targets.html @@ -0,0 +1,162 @@ +<!-- +Copyright (c) 2020 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>WebGL2 can render to framebuffer attachments with different targets</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> +<script id="vshader" type="x-shader/x-vertex">#version 300 es +void main(void) { + gl_Position = vec4(-0.5, -0.5, 0, 1); + gl_PointSize = 1.0; +} +</script> +<script id="fshader" type="x-shader/x-fragment">#version 300 es +precision mediump float; +out vec4 outColor; +void main() { + outColor = vec4(0, 1, 0, 1); +} +</script> +</head> +<body> +<canvas id="example" width="1", height="1"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +debug(""); + +description("Test framebuffer attachments with different targets"); + +const wtu = WebGLTestUtils; +const gl = wtu.create3DContext("example", undefined, 2); + +if (!gl) { + testFailed("WebGL context creation failed"); +} else { + testPassed("WebGL context creation succeeded"); + runTest(); +} + +function newResource(target, mipLevels, format, size) { + let ret; + switch (target) { + case gl.RENDERBUFFER: { + ret = gl.createRenderbuffer(); + ret.mips = [ ret ]; + for (let i = 1; i < mipLevels; i++) { + ret.mips.push(gl.createRenderbuffer()); + } + for (const i in ret.mips) { + const rb = ret.mips[i]; + gl.bindRenderbuffer(target, rb); + gl.renderbufferStorage(target, format, size>>i, size>>i); + } + ret.attach = (attachEnum, mipLevel) => { + const rb = ret.mips[mipLevel]; + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachEnum, gl.RENDERBUFFER, rb); + }; + break; + } + case gl.TEXTURE_2D: + case gl.TEXTURE_CUBE_MAP: { + ret = gl.createTexture(); + gl.bindTexture(target, ret); + gl.texStorage2D(target, mipLevels, format, size, size); + let imageTarget = target; + if (imageTarget == gl.TEXTURE_CUBE_MAP) { + imageTarget = gl.TEXTURE_CUBE_MAP_POSITIVE_X+2; // Deliberately don't choose the first image. + } + ret.attach = (attachEnum, mipLevel) => { + gl.framebufferTexture2D(gl.FRAMEBUFFER, attachEnum, imageTarget, ret, mipLevel); + }; + break; + } + case gl.TEXTURE_3D: + case gl.TEXTURE_2D_ARRAY: { + ret = gl.createTexture(); + gl.bindTexture(target, ret); + gl.texStorage3D(target, mipLevels, format, size, size, 1); + ret.attach = (attachEnum, mipLevel) => { + gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachEnum, ret, mipLevel, 0); + }; + break; + } + default: + throw new Error(); + } + ret.target = wtu.glEnumToString(gl, target); + ret.format = wtu.glEnumToString(gl, format); + return ret; +} + +function runTest() { + const MIP_LEVELS = 2; + const SIZE = 2; + + gl.clearColor(1, 0, 0, 1); + + const program = wtu.setupProgram(gl, ['vshader','fshader'], [], console.log.bind(console)); + gl.useProgram(program); + + const colorResList = [ + newResource(gl.RENDERBUFFER, MIP_LEVELS, gl.RGBA8, SIZE), + newResource(gl.TEXTURE_2D, MIP_LEVELS, gl.RGBA8, SIZE), + newResource(gl.TEXTURE_CUBE_MAP, MIP_LEVELS, gl.RGBA8, SIZE), + newResource(gl.TEXTURE_3D, MIP_LEVELS, gl.RGBA8, SIZE), + newResource(gl.TEXTURE_2D_ARRAY, MIP_LEVELS, gl.RGBA8, SIZE), + ]; + + const depthResList = [ + newResource(gl.RENDERBUFFER, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE), + newResource(gl.TEXTURE_2D, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE), + newResource(gl.TEXTURE_CUBE_MAP, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE), + //newResource(gl.TEXTURE_3D, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE), // Depth formats forbidden for TEXTURE_3D. + newResource(gl.TEXTURE_2D_ARRAY, MIP_LEVELS, gl.DEPTH_COMPONENT16, SIZE), + ]; + + const fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + for (const color of colorResList) { + for (const depth of depthResList) { + debug(`\ncolor: ${color.target}; depth: ${depth.target}`); + for (let mipLevel = 0; mipLevel < MIP_LEVELS; mipLevel++) { + debug(`mipLevel: ${mipLevel}`); + color.attach(gl.COLOR_ATTACHMENT0, mipLevel); + depth.attach(gl.DEPTH_ATTACHMENT, mipLevel); + const maybeStatus = wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, [gl.FRAMEBUFFER_COMPLETE, gl.FRAMEBUFFER_UNSUPPORTED]); + if (!maybeStatus || maybeStatus[0] != gl.FRAMEBUFFER_COMPLETE) { + continue; + } + + gl.clear(gl.COLOR_BUFFER_BIT); + wtu.checkCanvas(gl, [255, 0, 0, 255], `framebuffer layer ${mipLevel} should be cleared red`); + + gl.drawArrays(gl.POINTS, 0, 1); + wtu.checkCanvas(gl, [0, 255, 0, 255], `framebuffer layer ${mipLevel} should be drawn green`); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors`); + } + } + } + + // make sure we were not rendering to the canvas. + gl.bindFramebuffer(gl.FRAMEBUFFER, null) + wtu.checkCanvas(gl, [0, 0, 0, 0], "canvas should be zero"); +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> + +</body> +</html> |