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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-render-to-layer-angle-issue.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-render-to-layer-angle-issue.html | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-render-to-layer-angle-issue.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-render-to-layer-angle-issue.html new file mode 100644 index 0000000000..1fbdb6bbeb --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/framebuffer-render-to-layer-angle-issue.html @@ -0,0 +1,90 @@ +<!-- +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 layers in 3D texture angle issue check</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, 0, 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> +<a href='https://bugs.chromium.org/p/angleproject/issues/detail?id=4417'>ANGLE issue #4417</a> +<div id="console"></div> +<script> +"use strict"; +debug(""); + +description("Test that WebGL2 can render to layers in 3D textures"); + +var wtu = WebGLTestUtils; +var gl = wtu.create3DContext("example", undefined, 2); + +if (!gl) { + testFailed("WebGL context creation failed"); +} else { + testPassed("WebGL context creation succeeded"); + runTest(); +} + +function runTest() { + const fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + + const tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_3D, tex); + gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); + gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA8, gl.canvas.width, gl.canvas.height, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + + for (let i = 0; i < 2; i++) { + gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex, 0, i); + + const rb = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, rb); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, gl.canvas.width, gl.canvas.height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb); + + wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE); + + const program = wtu.setupProgram(gl, ['vshader','fshader'], [], console.log.bind(console)); + gl.useProgram(program); + + gl.drawArrays(gl.POINTS, 0, 1); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors`); + wtu.checkCanvas(gl, [0, 255, 0, 255], `framebuffer layer ${i} should be green`); + } + + // 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> |