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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 framebuffer using a non-square texture with a changing base level</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="canvas" width="16" height="16"> </canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+
+// http://anglebug.com/2291
+
+var wtu = WebGLTestUtils;
+var gl;
+
+function testNonSquareFramebufferTextureWithChangingBaseLevel() {
+ var program = wtu.setupSimpleTextureProgram(gl);
+ wtu.setupUnitQuad(gl);
+
+ var width = 8;
+ var height = 4;
+
+ debug("");
+ debug("Text texture width " + width + " x height " + height);
+
+ var texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ 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);
+
+ // Create all mipmap levels for the texture from level 0 to the 1x1 pixel level.
+ var level = 0;
+ var levelW = width;
+ var levelH = height;
+ gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, levelW, levelH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ while (levelW > 1 || levelH > 1)
+ {
+ ++level;
+ levelW = Math.max(1, Math.floor(width / Math.pow(2, level)));
+ levelH = Math.max(1, Math.floor(height / Math.pow(2, level)));
+ gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, levelW, levelH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ }
+
+ // Clear each level of the texture using an FBO. Change the base level to match the level used for the FBO on each iteration.
+ var fbo = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ level = 0;
+ levelW = width;
+ levelH = height;
+ while (levelW > 1 || levelH > 1)
+ {
+ var levelW = Math.floor(width / Math.pow(2, level));
+ var levelH = Math.floor(height / Math.pow(2, level));
+
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, level);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, level);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setup framebuffer with texture should succeed.");
+ gl.clearColor(0, 1, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Clearing the texture level " + level + " to green should succeed.");
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255], "should be green");
+ ++level;
+ }
+
+ debug("");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+ gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_BASE_LEVEL, 0);
+ wtu.clearAndDrawUnitQuad(gl, [0, 0, 0, 255]);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Drawing the texture to default framebuffer with base level 0 should succeed.");
+ wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green");
+
+ gl.deleteTexture(texture);
+ gl.deleteFramebuffer(fbo);
+}
+
+description();
+
+var canvas = document.getElementById("canvas");
+shouldBeNonNull("gl = wtu.create3DContext(canvas, undefined, 2)");
+
+testNonSquareFramebufferTextureWithChangingBaseLevel();
+
+debug("");
+var successfullyParsed = true;
+
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>