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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 and 2D_ARRAY textures</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>
</head>
<body>
<canvas id="example" width="100", height="100"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
debug("");

description("Test that WebGL2 can render to layers in 3D and 2D_ARRAY 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 texWidth = 1;
    const texHeight = 1;
    const texDepth = 2;

    function makeFragmentShader(typeInfo) {
        const src = `#version 300 es
            precision mediump float;
            out ${typeInfo.outType} color;
            void main() {
                color = ${typeInfo.outValue};
            }
        `;
        return src;
    }

  const textureInternalFormatInfo = {};
  {
      const t = textureInternalFormatInfo;
      // unsized formats
      // If understand correctly these 3 unsized formats are not required to be color renderable
      t[gl.ALPHA]              = { textureFormat: gl.ALPHA,           colorRenderable: false, textureFilterable: true,  bytesPerElement: [1, 2, 2, 4],        type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT], };
      t[gl.LUMINANCE]          = { textureFormat: gl.LUMINANCE,       colorRenderable: false, textureFilterable: true,  bytesPerElement: [1, 2, 2, 4],        type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT], };
      t[gl.LUMINANCE_ALPHA]    = { textureFormat: gl.LUMINANCE_ALPHA, colorRenderable: false, textureFilterable: true,  bytesPerElement: [2, 4, 4, 8],        type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT], };

      t[gl.RGB]                = { textureFormat: gl.RGB,             colorRenderable: true,  textureFilterable: true,  bytesPerElement: [3, 6, 6, 12, 2],    type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT, gl.UNSIGNED_SHORT_5_6_5], };
      t[gl.RGBA]               = { textureFormat: gl.RGBA,            colorRenderable: true,  textureFilterable: true,  bytesPerElement: [4, 8, 8, 16, 2, 2], type: [gl.UNSIGNED_BYTE, gl.HALF_FLOAT, gl.HALF_FLOAT_OES, gl.FLOAT, gl.UNSIGNED_SHORT_4_4_4_4, gl.UNSIGNED_SHORT_5_5_5_1], };

      // sized formats
      t[gl.R8]                 = { textureFormat: gl.RED,             colorRenderable: true,  textureFilterable: true,  bytesPerElement: [1],        type: [gl.UNSIGNED_BYTE], };
      t[gl.R8_SNORM]           = { textureFormat: gl.RED,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [1],        type: [gl.BYTE], };
      t[gl.R16F]               = { textureFormat: gl.RED,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [4, 2],     type: [gl.FLOAT, gl.HALF_FLOAT], };
      t[gl.R32F]               = { textureFormat: gl.RED,             colorRenderable: false, textureFilterable: false, bytesPerElement: [4],        type: [gl.FLOAT], };
      t[gl.R8UI]               = { textureFormat: gl.RED_INTEGER,     colorRenderable: true,  textureFilterable: false, bytesPerElement: [1],        type: [gl.UNSIGNED_BYTE], };
      t[gl.R8I]                = { textureFormat: gl.RED_INTEGER,     colorRenderable: true,  textureFilterable: false, bytesPerElement: [1],        type: [gl.BYTE], };
      t[gl.R16UI]              = { textureFormat: gl.RED_INTEGER,     colorRenderable: true,  textureFilterable: false, bytesPerElement: [2],        type: [gl.UNSIGNED_SHORT], };
      t[gl.R16I]               = { textureFormat: gl.RED_INTEGER,     colorRenderable: true,  textureFilterable: false, bytesPerElement: [2],        type: [gl.SHORT], };
      t[gl.R32UI]              = { textureFormat: gl.RED_INTEGER,     colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.UNSIGNED_INT], };
      t[gl.R32I]               = { textureFormat: gl.RED_INTEGER,     colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.INT], };
      t[gl.RG8]                = { textureFormat: gl.RG,              colorRenderable: true,  textureFilterable: true,  bytesPerElement: [2],        type: [gl.UNSIGNED_BYTE], };
      t[gl.RG8_SNORM]          = { textureFormat: gl.RG,              colorRenderable: false, textureFilterable: true,  bytesPerElement: [2],        type: [gl.BYTE], };
      t[gl.RG16F]              = { textureFormat: gl.RG,              colorRenderable: false, textureFilterable: true,  bytesPerElement: [8, 4],     type: [gl.FLOAT, gl.HALF_FLOAT], };
      t[gl.RG32F]              = { textureFormat: gl.RG,              colorRenderable: false, textureFilterable: false, bytesPerElement: [8],        type: [gl.FLOAT], };
      t[gl.RG8UI]              = { textureFormat: gl.RG_INTEGER,      colorRenderable: true,  textureFilterable: false, bytesPerElement: [2],        type: [gl.UNSIGNED_BYTE], };
      t[gl.RG8I]               = { textureFormat: gl.RG_INTEGER,      colorRenderable: true,  textureFilterable: false, bytesPerElement: [2],        type: [gl.BYTE], };
      t[gl.RG16UI]             = { textureFormat: gl.RG_INTEGER,      colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.UNSIGNED_SHORT], };
      t[gl.RG16I]              = { textureFormat: gl.RG_INTEGER,      colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.SHORT], };
      t[gl.RG32UI]             = { textureFormat: gl.RG_INTEGER,      colorRenderable: true,  textureFilterable: false, bytesPerElement: [8],        type: [gl.UNSIGNED_INT], };
      t[gl.RG32I]              = { textureFormat: gl.RG_INTEGER,      colorRenderable: true,  textureFilterable: false, bytesPerElement: [8],        type: [gl.INT], };
      t[gl.RGB8]               = { textureFormat: gl.RGB,             colorRenderable: true,  textureFilterable: true,  bytesPerElement: [3],        type: [gl.UNSIGNED_BYTE], };
      t[gl.SRGB8]              = { textureFormat: gl.RGB,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [3],        type: [gl.UNSIGNED_BYTE], };
      t[gl.RGB565]             = { textureFormat: gl.RGB,             colorRenderable: true,  textureFilterable: true,  bytesPerElement: [3, 2],     type: [gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_6_5], };
      t[gl.RGB8_SNORM]         = { textureFormat: gl.RGB,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [3],        type: [gl.BYTE], };
      t[gl.R11F_G11F_B10F]     = { textureFormat: gl.RGB,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [12, 6, 4], type: [gl.FLOAT, gl.HALF_FLOAT, gl.UNSIGNED_INT_10F_11F_11F_REV], };
      t[gl.RGB9_E5]            = { textureFormat: gl.RGB,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [12, 6, 4], type: [gl.FLOAT, gl.HALF_FLOAT, gl.UNSIGNED_INT_5_9_9_9_REV], };
      t[gl.RGB16F]             = { textureFormat: gl.RGB,             colorRenderable: false, textureFilterable: true,  bytesPerElement: [12, 6],    type: [gl.FLOAT, gl.HALF_FLOAT], };
      t[gl.RGB32F]             = { textureFormat: gl.RGB,             colorRenderable: false, textureFilterable: false, bytesPerElement: [12],       type: [gl.FLOAT], };
      t[gl.RGB8UI]             = { textureFormat: gl.RGB_INTEGER,     colorRenderable: false, textureFilterable: false, bytesPerElement: [3],        type: [gl.UNSIGNED_BYTE], };
      t[gl.RGB8I]              = { textureFormat: gl.RGB_INTEGER,     colorRenderable: false, textureFilterable: false, bytesPerElement: [3],        type: [gl.BYTE], };
      t[gl.RGB16UI]            = { textureFormat: gl.RGB_INTEGER,     colorRenderable: false, textureFilterable: false, bytesPerElement: [6],        type: [gl.UNSIGNED_SHORT], };
      t[gl.RGB16I]             = { textureFormat: gl.RGB_INTEGER,     colorRenderable: false, textureFilterable: false, bytesPerElement: [6],        type: [gl.SHORT], };
      t[gl.RGB32UI]            = { textureFormat: gl.RGB_INTEGER,     colorRenderable: false, textureFilterable: false, bytesPerElement: [12],       type: [gl.UNSIGNED_INT], };
      t[gl.RGB32I]             = { textureFormat: gl.RGB_INTEGER,     colorRenderable: false, textureFilterable: false, bytesPerElement: [12],       type: [gl.INT], };
      t[gl.RGBA8]              = { textureFormat: gl.RGBA,            colorRenderable: true,  textureFilterable: true,  bytesPerElement: [4],        type: [gl.UNSIGNED_BYTE], };
      t[gl.SRGB8_ALPHA8]       = { textureFormat: gl.RGBA,            colorRenderable: true,  textureFilterable: true,  bytesPerElement: [4],        type: [gl.UNSIGNED_BYTE], };
      t[gl.RGBA8_SNORM]        = { textureFormat: gl.RGBA,            colorRenderable: false, textureFilterable: true,  bytesPerElement: [4],        type: [gl.BYTE], };
      t[gl.RGB5_A1]            = { textureFormat: gl.RGBA,            colorRenderable: true,  textureFilterable: true,  bytesPerElement: [4, 2, 4],  type: [gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_5_5_5_1, gl.UNSIGNED_INT_2_10_10_10_REV], };
      t[gl.RGBA4]              = { textureFormat: gl.RGBA,            colorRenderable: true,  textureFilterable: true,  bytesPerElement: [4, 2],     type: [gl.UNSIGNED_BYTE, gl.UNSIGNED_SHORT_4_4_4_4], };
      t[gl.RGB10_A2]           = { textureFormat: gl.RGBA,            colorRenderable: true,  textureFilterable: true,  bytesPerElement: [4],        type: [gl.UNSIGNED_INT_2_10_10_10_REV], };
      t[gl.RGBA16F]            = { textureFormat: gl.RGBA,            colorRenderable: false, textureFilterable: true,  bytesPerElement: [16, 8],    type: [gl.FLOAT, gl.HALF_FLOAT], };
      t[gl.RGBA32F]            = { textureFormat: gl.RGBA,            colorRenderable: false, textureFilterable: false, bytesPerElement: [16],       type: [gl.FLOAT], };
      t[gl.RGBA8UI]            = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.UNSIGNED_BYTE], };
      t[gl.RGBA8I]             = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.BYTE], };
      t[gl.RGB10_A2UI]         = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.UNSIGNED_INT_2_10_10_10_REV], };
      t[gl.RGBA16UI]           = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [8],        type: [gl.UNSIGNED_SHORT], };
      t[gl.RGBA16I]            = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [8],        type: [gl.SHORT], };
      t[gl.RGBA32I]            = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [16],       type: [gl.INT], };
      t[gl.RGBA32UI]           = { textureFormat: gl.RGBA_INTEGER,    colorRenderable: true,  textureFilterable: false, bytesPerElement: [16],       type: [gl.UNSIGNED_INT], };

      // Sized Internal
      t[gl.DEPTH_COMPONENT16]  = { textureFormat: gl.DEPTH_COMPONENT, colorRenderable: true,  textureFilterable: false, bytesPerElement: [2, 4],     type: [gl.UNSIGNED_SHORT, gl.UNSIGNED_INT], };
      t[gl.DEPTH_COMPONENT24]  = { textureFormat: gl.DEPTH_COMPONENT, colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.UNSIGNED_INT], };
      t[gl.DEPTH_COMPONENT32F] = { textureFormat: gl.DEPTH_COMPONENT, colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.FLOAT], };
      t[gl.DEPTH24_STENCIL8]   = { textureFormat: gl.DEPTH_STENCIL,   colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.UNSIGNED_INT_24_8], };
      t[gl.DEPTH32F_STENCIL8]  = { textureFormat: gl.DEPTH_STENCIL,   colorRenderable: true,  textureFilterable: false, bytesPerElement: [4],        type: [gl.FLOAT_32_UNSIGNED_INT_24_8_REV], };

      Object.keys(t).forEach(function(internalFormat) {
          const info = t[internalFormat];
          info.bytesPerElementMap = {};
          info.bytesPerElement.forEach(function(bytesPerElement, ndx) {
              const type = info.type[ndx];
              info.bytesPerElementMap[type] = bytesPerElement;
          });
      });
  }

  const validChannelsByTextureFormat = {};
  {
      const v = validChannelsByTextureFormat;
      v[gl.RED]          = [1, 0, 0, 0];
      v[gl.RG]           = [1, 1, 0, 0];
      v[gl.RGB]          = [1, 1, 1, 0];
      v[gl.RGBA]         = [1, 1, 1, 1];
      v[gl.RED_INTEGER]  = [1, 0, 0, 0];
      v[gl.RG_INTEGER]   = [1, 1, 0, 0];
      v[gl.RGB_INTEGER]  = [1, 1, 1, 0];
      v[gl.RGBA_INTEGER] = [1, 1, 1, 1];
  }

  const depthTextureFormats = [
      gl.DEPTH_COMPONENT16,
      gl.DEPTH_COMPONENT24,
      gl.DEPTH_COMPONENT32F,
      gl.DEPTH24_STENCIL8,
      gl.DEPTH32F_STENCIL8,
  ];

  const intTextureFormats = [
      gl.R8I,
      gl.R16I,
      gl.R32I,
      gl.RG8I,
      gl.RG16I,
      gl.RG32I,
      gl.RGB8I,
      gl.RGB16I,
      gl.RGB32I,
      gl.RGBA8I,
      gl.RGBA16I,
      gl.RGBA32I,
  ];

  const unsignedIntTextureFormats = [
      gl.R8UI,
      gl.R16UI,
      gl.R32UI,
      gl.RG8UI,
      gl.RG16UI,
      gl.RG32UI,
      gl.RGB8UI,
      gl.RGB16UI,
      gl.RGB32UI,
      gl.RGBA8UI,
      gl.RGB10_A2UI,
      gl.RGBA16UI,
      gl.RGBA32UI,
  ];

  const floatTextureFormats = Object.keys(textureInternalFormatInfo).map(function(v) {
      return parseInt(v);
  }).filter(function(format) {
      return intTextureFormats.indexOf(format) < 0 &&
             unsignedIntTextureFormats.indexOf(format) < 0 &&
             depthTextureFormats.indexOf(format);
  });

  const expectedColorByInternalFormat = {};
  expectedColorByInternalFormat[gl.SRGB8_ALPHA8] = [225, 188, 137, 255];

  function clearFloat(gl) {
      gl.clearBufferfv(gl.COLOR, 0, [0, 0, 0, 0]);
  }

  function clearInt(gl) {
      gl.clearBufferiv(gl.COLOR, 0, [0, 0, 0, 0]);
  }

  function clearUint(gl) {
      gl.clearBufferuiv(gl.COLOR, 0, [0, 0, 0, 0]);
  }


  function checkData(data, expected, internalFormat, tolerance) {
      const internalFormatInfo = textureInternalFormatInfo[internalFormat];
      const validChannels = validChannelsByTextureFormat[internalFormatInfo.textureFormat];
      if (!validChannels) {
          testFailed('oops');
          return;
      }
      for (let y = 0; y < texHeight; ++y) {
          for (let x = 0; x < texWidth; ++x) {
              for (let c = 0; c < validChannels.length; ++c) {
                  if (validChannels[c]) {
                      const offset = (y * texWidth + x) * 4 + c;
                      const pixel = data[offset];
                      const diff = Math.abs(pixel - expected[c]);
                      if (diff > tolerance) {
                          testFailed(`pixel ${x},${y} channel ${c} was ${pixel} expected ${expected[c]} +/- ${tolerance}`);
                          return;
                      }
                  }
              }
          }
      }
      testPassed(`data was ${expected.join(',')}`);
  }

  function checkFloat(gl, textureInfo, expected) {
      const data = new Uint8Array(texWidth * texHeight * 4);
      gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, data);
      const internalFormat = textureInfo.internalFormat;
      wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from readPixels with ${wtu.glEnumToString(gl, internalFormat)}`);
      checkData(data, expected, internalFormat, 9);
  }

  function checkInt(gl, textureInfo, expected) {
      const data = new Int32Array(texWidth * texHeight * 4);
      gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA_INTEGER, gl.INT, data);
      const internalFormat = textureInfo.internalFormat;
      wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from readPixels with ${wtu.glEnumToString(gl, internalFormat)}`);
      checkData(data, expected, internalFormat, 0);
  }

  function checkUint(gl, textureInfo, expected) {
      const data = new Uint32Array(texWidth * texHeight * 4);
      gl.readPixels(0, 0, texWidth, texHeight, gl.RGBA_INTEGER, gl.UNSIGNED_INT, data);
      const internalFormat = textureInfo.internalFormat;
      wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from readPixels with ${wtu.glEnumToString(gl, internalFormat)}`);
      checkData(data, expected, internalFormat, 0);
  }

  const expectedFloatColor = [.75 * 255 | 0, .5 * 255 | 0, .25 * 255 | 0, 1 * 255 | 0];
  const floatTypes = [
      { outType: 'vec4', outValue: 'vec4(.75, .5, .25, 1)', expected: expectedFloatColor, clear: clearFloat, check: checkFloat, target: gl.TEXTURE_2D, },
      { outType: 'vec4', outValue: 'vec4(.75, .5, .25, 1)', expected: expectedFloatColor, clear: clearFloat, check: checkFloat, target: gl.TEXTURE_3D, },
      { outType: 'vec4', outValue: 'vec4(.75, .5, .25, 1)', expected: expectedFloatColor, clear: clearFloat, check: checkFloat, target: gl.TEXTURE_2D_ARRAY, },
  ];

  const expectedIntColor = [1, 2, 4, 3];
  const signedIntTypes = [
      { outType: 'ivec4', outValue: 'ivec4(1, 2, 4, 3)', expected: expectedIntColor, clear: clearInt, check: checkInt, target: gl.TEXTURE_2D, },
      { outType: 'ivec4', outValue: 'ivec4(1, 2, 4, 3)', expected: expectedIntColor, clear: clearInt, check: checkInt, target: gl.TEXTURE_3D, },
      { outType: 'ivec4', outValue: 'ivec4(1, 2, 4, 3)', expected: expectedIntColor, clear: clearInt, check: checkInt, target: gl.TEXTURE_2D_ARRAY, },
  ];

  const expectedUintColor = [1, 2, 4, 3];
  const unsignedIntTypes = [
      { outType: 'uvec4', outValue: 'uvec4(1, 2, 4, 3)', expected: expectedUintColor, clear: clearUint, check: checkUint, target: gl.TEXTURE_2D, },
      { outType: 'uvec4', outValue: 'uvec4(1, 2, 4, 3)', expected: expectedUintColor, clear: clearUint, check: checkUint, target: gl.TEXTURE_3D, },
      { outType: 'uvec4', outValue: 'uvec4(1, 2, 4, 3)', expected: expectedUintColor, clear: clearUint, check: checkUint, target: gl.TEXTURE_2D_ARRAY, },
  ];

  /**
   * Gets the number of bytes per element for a given internalFormat / type
   * @param {number} internalFormat The internalFormat parameter from texImage2D etc..
   * @param {number} type The type parameter for texImage2D etc..
   * @return {number} the number of bytes per element for the given internalFormat, type combo
   * @memberOf module:twgl/textures
   */
  function getBytesPerElementForInternalFormat(internalFormat, type) {
      const info = textureInternalFormatInfo[internalFormat];
      if (!info) {
          throw "unknown internal format";
      }
      const bytesPerElement = info.bytesPerElementMap[type];
      if (bytesPerElement === undefined) {
          throw "unknown internal format";
      }
      return bytesPerElement;
  }

  function make2DTexture(gl, target, internalFormat, format, type) {
      gl.texImage2D(target, 0, internalFormat, texWidth, texHeight, 0, format, type, null);
  }

  function make3DTexture(gl, target, internalFormat, format, type) {
      gl.texImage3D(target, 0, internalFormat, texWidth, texHeight, texDepth, 0, format, type, null);
  }

  function attach2DTexture(gl, target, texture) {
      const level = 0;
      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, texture, level);
  }

  function attach3DTexture(gl, target, texture) {
      const level = 0;
      const slice = texDepth - 1;
      gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, level, slice);
  }

  const targets = {};
  targets[gl.TEXTURE_2D]       = { make: make2DTexture, attach: attach2DTexture, },
  targets[gl.TEXTURE_3D]       = { make: make3DTexture, attach: attach3DTexture, },
  targets[gl.TEXTURE_2D_ARRAY] = { make: make3DTexture, attach: attach3DTexture, },

  debug("create textures");
  Object.keys(targets).forEach(function(target) {
      debug("");
      target = parseInt(target);
      debug(wtu.glEnumToString(gl, target))
      const targetInfo = targets[target];
      targetInfo.textures = [];
      Object.keys(textureInternalFormatInfo).forEach(function(internalFormat) {
          internalFormat = parseInt(internalFormat);
          const isDepthFormat = depthTextureFormats.indexOf(internalFormat) >= 0;
          if (isDepthFormat) {
              return;
          }
          const info = textureInternalFormatInfo[internalFormat];
          if (!info.colorRenderable) {
              return;
          }
          const texture = gl.createTexture();
          gl.bindTexture(target, texture);
          targetInfo.make(gl, target, internalFormat, info.textureFormat, info.type[0]);
          targetInfo.textures.push({
              internalFormat: internalFormat,
              texture: texture,
          });
          gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
          gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
          wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from setup for ${wtu.glEnumToString(gl, target)} ${wtu.glEnumToString(gl, internalFormat)}`);
      });
  });

  // set the canvas to a known color
  const half = 127 / 255;
  gl.clearColor(half, half, half, half);
  gl.clear(gl.COLOR_BUFFER_BIT);
  gl.clearColor(0, 0, 0, 0);

  const framebuffer = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  gl.viewport(0, 0, texWidth, texHeight);

  const rb = gl.createRenderbuffer();
  gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, texWidth, texHeight);

  testTypes('float', floatTypes, floatTextureFormats);
  testTypes('int', signedIntTypes, intTextureFormats);
  testTypes('unsigned', unsignedIntTypes, unsignedIntTextureFormats);

  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  wtu.checkCanvas(gl, [127, 127, 127, 127], "canvas should be [127, 127, 127, 127]");

  function testTypes(label, types, compatibleFormats) {
      debug('');
      types.forEach(function(typeInfo) {
          debug(`\nchecking ${wtu.glEnumToString(gl, typeInfo.target)} with ${label} texture formats`);
          const program = wtu.setupProgram(gl, ['vshader', makeFragmentShader(typeInfo)], [], console.log.bind(console));
          if (!program) {
              testFailed("Loading program failed");
              return;
          }
          testPassed("Loading program succeeded");

          const target = typeInfo.target;
          const targetInfo = targets[target];
          targetInfo.textures.filter(function(textureInfo) {
            return compatibleFormats.indexOf(textureInfo.internalFormat) >= 0;
          }).forEach(function(textureInfo) {
              const internalFormat = textureInfo.internalFormat;
              const desc = `${wtu.glEnumToString(gl, target)} ${wtu.glEnumToString(gl, internalFormat)}`;
              const expected = expectedColorByInternalFormat[internalFormat] || typeInfo.expected;

              debug('');
              debug(desc);

              targetInfo.attach(gl, target, textureInfo.texture);
              wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE, `for ${desc}`);
              typeInfo.clear(gl);
              if (wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from clear to ${desc}`)) {
                return;
              }
              typeInfo.check(gl, textureInfo, [0, 0, 0, 0]);
              gl.drawArrays(gl.POINTS, 0, 1);
              if (wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from render to ${desc}`)) {
                return;
              }
              typeInfo.check(gl, textureInfo, expected);

              typeInfo.clear(gl);
              if (wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from clear to ${desc}`)) {
                return;
              }
              typeInfo.check(gl, textureInfo, [0, 0, 0, 0]);

              gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rb);
              wtu.framebufferStatusShouldBe(gl, gl.FRAMEBUFFER, gl.FRAMEBUFFER_COMPLETE, `for ${desc} with depth renderbuffer`);
              gl.clearBufferfv(gl.DEPTH, 0, [1]);
              gl.drawArrays(gl.POINTS, 0, 1);
              gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);

              wtu.glErrorShouldBe(gl, gl.NO_ERROR, `No errors from render to ${desc}`);

              typeInfo.check(gl, textureInfo, expected);
          });
      });
  }
}

debug("");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>

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