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+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html
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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>The Color Types of Fragment Shader's Outputs Should Match The Data Types of Color Buffers</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="example" width="8" height="8"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+
+<script id="vshader" type="x-shader/x-vertex">#version 300 es
+in highp vec4 aPosition;
+void main() {
+ gl_Position = aPosition;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+out vec4 oColor;
+void main() {
+ oColor = vec4(1.0, 0.0, 0.0, 0.0);
+}
+</script>
+
+<script id="fshaderMRT" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+out vec4 oColor[2];
+void main() {
+ oColor[0] = vec4(1.0, 0.0, 0.0, 0.0);
+}
+</script>
+
+<script id="fshaderRealMRT" type="x-shader/x-fragment">#version 300 es
+precision mediump float;
+out vec4 oColor[2];
+void main() {
+ oColor[0] = vec4(1.0, 0.0, 0.0, 0.0);
+ oColor[1] = vec4(0.0, 1.0, 0.0, 0.0);
+}
+</script>
+
+<script>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description("This test verifies that the color types of fragment shader's outputs should match color buffers' types.");
+
+var gl = wtu.create3DContext("example", undefined, 2);
+
+var width = 8;
+var height = 8;
+var tex0;
+var tex1;
+var rb0;
+var rb1;
+var fbo = gl.createFramebuffer();
+var program0;
+var program1;
+var program2;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ init();
+
+ // COLOR_ATTACHMENT0 is fixed-point data, which can be converted to float.
+ // COLOR_ATTACHMENT1 is integer data. The fragment outputs are all float.
+ allocate_textures();
+ check_type_match();
+ allocate_renderbuffers();
+ check_type_match();
+}
+
+function check_type_match() {
+ gl.useProgram(program0);
+ rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR);
+ rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION);
+
+ gl.useProgram(program1);
+ rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR);
+ rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION);
+
+ gl.useProgram(program2);
+ rendering([gl.COLOR_ATTACHMENT0, gl.NONE], gl.NO_ERROR);
+ rendering([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1], gl.INVALID_OPERATION);
+}
+
+function init() {
+ program0 = wtu.setupProgram(gl, ['vshader', 'fshader'], ['aPosition'], [0]);
+ program1 = wtu.setupProgram(gl, ['vshader', 'fshaderMRT'], ['aPosition'], [0]);
+ program2 = wtu.setupProgram(gl, ['vshader', 'fshaderRealMRT'], ['aPosition'], [0]);
+ if (!program0 || !program1 || !program2) {
+ testFailed("Failed to set up program");
+ return;
+ }
+ testPassed("Succeed to set up program");
+
+ wtu.setupUnitQuad(gl, 0, 1);
+ gl.viewport(0, 0, width, height);
+}
+
+function allocate_textures() {
+ tex0 = gl.createTexture();
+ tex1 = gl.createTexture();
+ wtu.fillTexture(gl, tex0, width, height, [0xff, 0x0, 0x0, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA);
+ wtu.fillTexture(gl, tex1, width, height, [0x0, 0xff, 0x0, 0xff], 0, gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, gl.RGBA8UI);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex0, 0);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, tex1, 0);
+}
+
+function allocate_renderbuffers() {
+ rb0 = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb0);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, width, height);
+ rb1 = gl.createRenderbuffer();
+ gl.bindRenderbuffer(gl.RENDERBUFFER, rb1);
+ gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8UI, width, height);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rb0);
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.RENDERBUFFER, rb1);
+}
+
+function rendering(draw_buffers, error) {
+ gl.drawBuffers(draw_buffers);
+
+ if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ }
+
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, error, "If color buffers' type mismatch the type of fragment shader's outputs, geneate INVALID_OPERATION. Otherwise, it should be NO_ERROR");
+}
+
+gl.bindTexture(gl.TEXTURE_2D, null);
+gl.bindRenderbuffer(gl.RENDERBUFFER, null);
+gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+gl.useProgram(null);
+gl.deleteTexture(tex0);
+gl.deleteTexture(tex1);
+gl.deleteRenderbuffer(rb0);
+gl.deleteRenderbuffer(rb1);
+gl.deleteFramebuffer(fbo);
+gl.deleteProgram(program0);
+gl.deleteProgram(program1);
+gl.deleteProgram(program2);
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>