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<!--
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>