summaryrefslogtreecommitdiffstats
path: root/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html
blob: 36f5f50a72e4c7540647446bc3b3a5006b50b451 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
<!--
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>