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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>Read or Draw when Attachment(s) Miss Image</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>
+"use strict";
+
+var wtu = WebGLTestUtils;
+description("This test verifies the functionality of reading/drawing when color attachment(s) miss image.");
+
+var gl = wtu.create3DContext("example", undefined, 2);
+
+var tex_read = gl.createTexture();
+var tex_draw = gl.createTexture();
+var tex_depth = gl.createTexture();
+var tex_stencil = gl.createTexture();
+var fbo_read = gl.createFramebuffer();
+var fbo_draw = gl.createFramebuffer();
+var size = 8;
+
+if (!gl) {
+ testFailed("WebGL context does not exist");
+} else {
+ testPassed("WebGL context exists");
+
+ // READ_FRAMEBUFFER has image at COLOR_ATTACHMENT0. READ_FRAMEBUFFER is framebuffer complete.
+ // Read from COLOR_ATTACHMENT1, which has no image attached.
+ init_read_fbo();
+ read();
+
+ // DRAW_FRAMEBUFFER has image at COLOR_ATTACHMENT0. DRAW_FRAMEBUFFER is framebuffer complete.
+ // Clear and draw COLOR_ATTACHMENT1 or COLOR_ATTACHMENT0 + COLOR_ATTACHMENT1 attaching point(s).
+ init_draw_fbo();
+ clear();
+ draw();
+
+ blit();
+}
+
+function init_read_fbo() {
+ gl.bindTexture(gl.TEXTURE_2D, tex_read);
+ wtu.fillTexture(gl, tex_read, size, size, [0x0, 0xff, 0xff, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.framebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_read, 0);
+ if (gl.checkFramebufferStatus(gl.READ_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ } else {
+ testPassed("framebuffer complete!");
+ }
+}
+
+function init_draw_fbo() {
+ gl.bindTexture(gl.TEXTURE_2D, tex_draw);
+ wtu.fillTexture(gl, tex_draw, size, size, [0x0, 0xff, 0xff, 0xff], 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.RGBA8);
+ wtu.fillTexture(gl, tex_depth, size, size, [0x80], 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, gl.DEPTH_COMPONENT16);
+ wtu.fillTexture(gl, tex_stencil, size, size, [0x40], 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, gl.DEPTH24_STENCIL8);
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex_draw, 0);
+ if (gl.checkFramebufferStatus(gl.DRAW_FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("Framebuffer incomplete.");
+ return;
+ } else {
+ testPassed("framebuffer complete!");
+ }
+}
+
+function read() {
+ debug("");
+ debug("read from a color buffer which has no image attached");
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_read);
+ gl.readBuffer(gl.COLOR_ATTACHMENT1);
+
+ var data = new Uint8Array(size * size * 4);
+ gl.readPixels(0, 0, size, size, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
+
+ var copy_2d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, copy_2d);
+ gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, 0, 0, size, size, 0);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
+
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, size / 2, size / 2, 0, 0, size / 2, size / 2);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
+
+ var copy_3d = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_3D, copy_3d);
+ gl.texImage3D(gl.TEXTURE_3D, 0, gl.RGBA8, size, size, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.copyTexSubImage3D(gl.TEXTURE_3D, 0, size / 2, size / 2, 0, 0, 0, size / 2, size / 2);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when reading from a color buffer without image.");
+
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.deleteTexture(copy_2d);
+ gl.bindTexture(gl.TEXTURE_3D, null);
+ gl.deleteTexture(copy_3d);
+}
+
+function checkTextureValue(fbo, buffer, value) {
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo);
+ gl.readBuffer(buffer);
+ wtu.checkCanvas(gl, value);
+ gl.readBuffer(gl.COLOR_ATTACHMENT0);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+}
+
+function clear() {
+ debug("");
+ debug("clear a color buffer which has no image attached");
+
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ var color = [0.0, 1.0, 0.0, 1.0];
+ gl.clearColor(color[0], color[1], color[2], color[3]);
+ gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
+
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 should be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 0, 255]);
+
+ var data = new Float32Array(color);
+ gl.clearBufferfv(gl.COLOR, 1, data);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+}
+
+function draw() {
+ debug("");
+ debug("draw to a color buffer which has no image attached");
+
+ var program = wtu.setupSimpleColorProgram(gl, 0);
+ gl.uniform4f(gl.getUniformLocation(program, "u_color"), 1, 0, 0, 1);
+ wtu.setupUnitQuad(gl, 0);
+
+ // Call to drawArrays
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 0, 255]);
+
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
+ wtu.drawUnitQuad(gl);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 should be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 0, 0, 255]);
+
+ // Call to drawElements
+ gl.uniform4f(gl.getUniformLocation(program, "u_color"), 1, 1, 0, 1);
+ wtu.setupIndexedQuad(gl, 1);
+ gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
+ wtu.drawIndexedQuad(gl, 1);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 0, 0, 255]);
+
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
+ wtu.drawIndexedQuad(gl, 1);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 should be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 255, 0, 255]);
+}
+
+function blit() {
+ debug("");
+ debug("blit color buffer(s) which have no image attached");
+ // Some or all draw buffers have no image. Read buffer have image. It should be OK.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.readBuffer(gl.COLOR_ATTACHMENT0);
+ gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [255, 255, 0, 255]);
+
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.readBuffer(gl.COLOR_ATTACHMENT0);
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 in draw fbo should be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
+
+ // Draw buffer(s) have no image. Read buffer have no image. It should be OK.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.readBuffer(gl.COLOR_ATTACHMENT1);
+ gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
+
+ // Read buffer have no image. Some or all draw buffers have image. It should generate INVALID_OPERATION.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.readBuffer(gl.COLOR_ATTACHMENT1);
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0]);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when read buffer misses image.");
+ // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
+
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.readBuffer(gl.COLOR_ATTACHMENT1);
+ gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.COLOR_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when read buffer misses image.");
+ // The image color at COLOR_ATTACHMENT0 in draw fbo should not be changed.
+ checkTextureValue(fbo_draw, gl.COLOR_ATTACHMENT0, [0, 255, 255, 255]);
+
+ // Depth buffer in read fbo has no image. It should generate INVALID_OPERATION if depth buffer in draw fbo has image.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, tex_depth, 0);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when depth buffer misses image.");
+
+ // Depth buffer in read fbo has no image. It should be OK if depth buffer in draw fbo has no image too.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, null, 0);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // Validate some other parameters as usual
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.DEPTH_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "invalid filter");
+
+ // Stencil buffer in read fbo has no image. It should generate INVALID_OPERATION if stencil buffer in draw fbo has image.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, tex_stencil, 0);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "Should generate INVALID_OPERATION when stencil buffer misses image.");
+
+ // Stencil buffer in read fbo has no image. It should be OK if stencil buffer in draw fbo has no image too.
+ gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, fbo_draw);
+ gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo_read);
+ gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, null, 0);
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.NEAREST);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Should be no error.");
+ // Validate some other parameters as usual
+ gl.blitFramebuffer(0, 0, size, size, 0, 0, size, size, gl.STENCIL_BUFFER_BIT, gl.LINEAR);
+ wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION, "invalid filter");
+}
+
+gl.bindTexture(gl.TEXTURE_2D, null);
+gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+gl.deleteTexture(tex_read);
+gl.deleteTexture(tex_draw);
+gl.deleteTexture(tex_depth);
+gl.deleteTexture(tex_stencil);
+gl.deleteFramebuffer(fbo_read);
+gl.deleteFramebuffer(fbo_draw);
+
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+
+</body>
+</html>